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    Units Specific Placed Sounds

    Scheduled Pinned Locked Moved Feature Requests & Ideas
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    • C Offline
      Cernel Moderators
      last edited by

      Currently, when you place a unit, the engine calls the sound, meaning the so named sounds subfolder, for either:

      placed_infrastructure
      placed_land
      placed_air
      placed_sea

      And, as a general rule, if a player is called "Player01", this will be used with precedence, if present:

      placed_infrastructure_Player01
      etc.

      Feature Request:

      Allow for units specific placed sounds.

      Suggested Behaviour:

      If a unit is called "knights", then this sounds subfolder will be searched for and played with preference:

      placed_knights

      and, if the knights unit belongs to "Player01", then this is searched for first:

      placed_knights_Player01

      if no "placed_knights" named folder is present in the sounds folders (as per current reference (firstly the one in the map's folder, then the one referred for the "Sound.Default.Folder")) and no reference for it is found in the sounds.properties, then it calls the default either:

      placed_infrastructure
      placed_land
      placed_air
      placed_sea

      as per current.

      Example:

      If "Khaganate" has a not-infrastructure land unit called "knights", the engine first calls:

      placed_knights_Khaganate

      if no entry, then calls:

      placed_knights

      if no entry, then calls:

      placed_land_Khaganate

      if no entry, then calls:

      placed_land

      redrumR 1 Reply Last reply Reply Quote 1
      • FrostionF Offline
        Frostion Admin
        last edited by Frostion

        I have been hoping for this since I made my very first map, Star Wars. Also in my very last map, Iron War, it seems strange that a jet fighter gives the same sound as a normal fighter when placed 🤔 Also some of my other maps could use this. I often think "this is a strange sound for this unit type."

        I know that this feature would be used very limited at start, by few maps, but it would open up possibilities for future maps. The engine should evolve with the future in mind, not just the current circumstances and maps. Evolve or die out! 😁

        Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

        1 Reply Last reply Reply Quote 0
        • redrumR Offline
          redrum Admin @Cernel
          last edited by

          @Cernel @Frostion Yeah this topic has come up a few times in the old forums. I agree that this is a valid feature request and would add value/immersion for more advanced maps. I personally don't play with sounds on which is why I don't personally prioritize this high 🙂

          TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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          • C Offline
            Cernel Moderators
            last edited by

            If this gets made, I'll see if I can get and remake (free) sounds for "armour" and "halftrack" (same for both) and "artillery" and "aaGun" (same for both) and "submarine" (so total 3 new sounds), in the basic "TripleA/assets/sounds/ww2", so to give a good immediate justification to this feature, that would apply to the default assets part of the main installation (thus to over 90% played maps).
            This is dependent from me finding good free sounds to start with, but I guess it shouldn't be hard.

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