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    List of possible sounds in sounds.properties

    Scheduled Pinned Locked Moved Map Making
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    • redrumR Offline
      redrum Admin @Frostion
      last edited by

      @Frostion That could have been the intention, I don't really know. That or it was for maybe one of the games that was removed like chess or it just was never fully implemented.

      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 @redrum
        last edited by

        @redrum Any other cases? It would be particularly good documenting (in pos2, I suppose) everything that is pointless (if not removing it from the engine and the assets).

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        • C Offline
          Cernel Moderators @redrum
          last edited by

          @redrum I guess required action was meant to be a sound that you would be getting when someone else makes a politic or user action that requires your approval. It would be fairly useful, in some games, I suppose. Getting a politic request from the AI in Feudal Japan comes to mind.

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

            @Cernel I removed those 2 useless sound paths: https://github.com/triplea-game/triplea/pull/5942

            But either way, sound properties should be better documented in POS2.

            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 @redrum
              last edited by

              @redrum You know that both those sounds have actual sounds in "generic" right?

              These are the sounds:

              click plot:
              click_plot_01.mp3

              required action:
              required_action_01_click_click.mp3

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              • C Offline
                Cernel Moderators @Frostion
                last edited by

                @Frostion The problem with custom sounds for AA is that they play each time the AA shoots, so, if you have an AA that shoots after the first round, you keep hearing the sound, which doesn't make sense with the fact that the battle sound is only at the start of the battle instead, thus overlapping with the first AA sound. Either they should both play at the start of each round of combat or they should both play only on the first one.

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                • FrostionF Offline
                  Frostion Admin
                  last edited by

                  @Cernel Well, I have never used custom AA sounds, but I will try it out in the Warcraft map. As some weird coincidence, I think all AA firing on the map is only done in the first round. No AA is capable of firing more than 1 round 😁

                  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

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                  • C Offline
                    Cernel Moderators @Frostion
                    last edited by

                    @Frostion Good for you, then be sure that the first AA firing mixes well with the battle sound, as they will play at once. Probably the following ones will too, unless the battle sound is short or players have to think during AA casualties selection (unless it is random).

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                    • FrostionF Offline
                      Frostion Admin
                      last edited by

                      I am right now sitting a long way apart from my computer, on my phone, thinking of TripleA map map making, so please excuse that I do not just test this out via an xml. But...

                      If I want to add a specific custom sound to a notification, is it as simple as just:

                      ... adding a triggered notification to a trigger. Like a notification called "niceSound"

                      ... then add, to the sound.properties file, a line called
                      notification_niceSound=niceSound.mp3

                      ... and ofcours have the mp3 file in the "sounds" directory.

                      ??? Or does there have to be something written in the notifications txt file also???

                      I am asking as I have been playing around with sound files lately, but not so much with custom condition and triggered "event" like sounds.

                      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

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                      • Michael HooverM Offline
                        Michael Hoover
                        last edited by

                        @Frostion Did you test this out to see if it works as you thought?
                        I am making a map and am getting into the sounds now so I am curious!

                        Map Maker of: Twelve Clans and Labyrinth

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                        • FrostionF Offline
                          Frostion Admin
                          last edited by

                          @Michael-Hoover Custom AA sounds work nicely 🙂

                          So like when a battle runs, it plays normal battle sound.

                          But when there are units with a certain type of AA, it also plays the sound fitting that “type”. So <option name="typeAA" value="Wall-Archer"/> plays the sound file named aa_wall-archer.mp3

                          The battle sound only plays once during the first battle round, but the aa sounds play ever battle round they are active.

                          So battle sounds like this:
                          battle_land_alliance_2.mp3
                          With wall archers it sounds like this:
                          mix1.mp3
                          With wall archers and a hero with magic attack:
                          mix2.mp3

                          I use the same sound on both hits and mis, so I have this in my sounds file:
                          battle_wall-archer_hit=aa_wall-archer.mp3
                          battle_wall-archer_miss=aa_wall-archer.mp3

                          I hope I am using the sound option correctly ? @devs 😉

                          I have not tested out if it can actually plays different sounds on hit and miss. But it would make sense if you are going for units with like "anti-tank guns" that both files included a fire sound, but only the hit had an explosion sound at the end.

                          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

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                          • FrostionF Offline
                            Frostion Admin
                            last edited by

                            @Michael-Hoover Also, notification sounds work 🙂 (If you want to know how)
                            You can have a sound play when a notification pops up on screen like this:

                            In the XML:
                            <option name="notification" value="GreatBattleArthur"/>

                            In the notification file:
                            GreatBattleArthur=<body><center><img src="GreatBattleArthur.png"/></center><h3><img src="textdotsmall_00.png"/>Humans under Arthur win a great battle!</h3><img src="textdotsmall_00.png"/>Humans gain 100 Veterans<br><br></body>
                            GreatBattleArthur_sounds=greatbattlealliance

                            In the sounds file:
                            notification_greatbattlealliance=notification_greatbattlealliance_1.mp3;notification_greatbattlealliance_2.mp3;notification_greatbattlealliance_3.mp3

                            The sound dir has the above mention files, of course. One random one i played.

                            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

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                            • Michael HooverM Offline
                              Michael Hoover
                              last edited by

                              Awesome! I will definitely use that - many thanks!

                              On a side note, I seem to be having an issue getting the "required_your_turn_series_[nation]" sound files to play at all...They play great on Dragon War, so I copied those to just test on my map, but they won't play. I even tried renaming the mp3 files so I'm not sure what I am doing wrong. Is there another option or switch somewhere else maybe?

                              Map Maker of: Twelve Clans and Labyrinth

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                              • Michael HooverM Offline
                                Michael Hoover
                                last edited by

                                Seems I may have found something...from another post where you mentioned fake steps...going to try that out now!

                                Map Maker of: Twelve Clans and Labyrinth

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                                • FrostionF Offline
                                  Frostion Admin
                                  last edited by

                                  @Michael-Hoover Yes, two players in a row, controled by you will not play, unless there is something a nother player does in between. If this is not your problem:

                                  Maybe you have several directories/copies of your map. Maybe one zip and one in dir? Maybe you have one on your desktop and edited files in that copy and not in the actual playable one in maps dir?

                                  Maybe files have no surname/file type name like .mp3? Or is actually called xxx.mp3.mp3 ?

                                  Try to keep files names with no capital letters.

                                  Anyway, in my warcraft map I use this for Human player:
                                  required_your_turn_series_Humans=music-humans-1.mp3;music-humans-2.mp3;music-humans-3.mp3;music-humans-4.mp3;music-humans-5.mp3
                                  This play a random file of the start of the collection.

                                  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

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                                  • Michael HooverM Offline
                                    Michael Hoover
                                    last edited by

                                    Thanks for the advice. I must be missing something simple so I'll keep cracking at it.

                                    Map Maker of: Twelve Clans and Labyrinth

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                                    • Michael HooverM Offline
                                      Michael Hoover
                                      last edited by Michael Hoover

                                      @Frostion - thank you for all the advice on sounds. I finally have everything lined out thanks to your tips and tricks! I'll be updating Twelve Clans later with music and sounds. :beaming_face_with_smiling_eyes:

                                      Map Maker of: Twelve Clans and Labyrinth

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