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    List of possible sounds in sounds.properties

    Scheduled Pinned Locked Moved Map Making
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    • FrostionF Offline
      Frostion Admin
      last edited by Frostion

      @redrum
      Thanks a lot 🙂 now we got something to work with with.
      It seems that all the sound options in the sound options window is represented in the engine sound paths. I am not sure if they also work, but I will maybe find out. If they dont work, you can espect some fix requests! 😄

      But your list has 3 additional 3 sound paths, not represented in the window:

      public static final String CLIP_BATTLE_X_HIT = "_hit";
      public static final String CLIP_BATTLE_X_MISS = "_miss";
      public static final String CLIP_BATTLE_X_PREFIX = "battle_";
      

      What are they? Is it dice miss and hit? And what is prefix / battle_ ???

      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

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

        @Frostion Those 3 paths appear to be related to AA unit hit/miss sounds when AA type is not the default "AA". So you could have say an anti-tank unit with type=AntiTankType with a custom hit/miss sound by specifying:

        battle_antitanktype_hit
        battle_antitanktype_miss
        

        So essentially custom AA type sounds instead of:

          public static final String CLIP_BATTLE_AA_HIT = "battle_aa_hit";
          public static final String CLIP_BATTLE_AA_MISS = "battle_aa_miss";
        

        This is the code which always makes the XML AA type lowercase as well:

        SoundPath.CLIP_BATTLE_X_PREFIX + aaType.toLowerCase() + SoundPath.CLIP_BATTLE_X_HIT
        

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

        1 Reply Last reply Reply Quote 1
        • C Offline
          Cernel Moderators @redrum
          last edited by Cernel

          @redrum I believe I know or can easily imagine everything of at least what any of these are generally doing except only "required action" and "click plot". What are those for?

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

            @Cernel "required action" and "click plot" appear to do nothing.

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

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

              @redrum Very nice that we can possibly make custom AA type sounds! 😃 I hope it works.

              I would have hoped that the "click plot" was a sound played when the player was setting up the waypoints of a multi movement unit that is to go through a ctrl click planned path. It is a route "plotted" in by the player ☺

              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

              redrumR C 2 Replies Last reply Reply Quote 0
              • 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

                C 1 Reply Last reply Reply Quote 0
                • 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

                      C 1 Reply Last reply Reply Quote 0
                      • 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

                            C 1 Reply Last reply Reply Quote 0
                            • 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).

                              1 Reply Last reply Reply Quote 1
                              • 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

                                  1 Reply Last reply Reply Quote 1
                                  • 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

                                    1 Reply Last reply Reply Quote 2
                                    • 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

                                      1 Reply Last reply Reply Quote 2
                                      • 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

                                        1 Reply Last reply Reply Quote 0
                                        • 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

                                          1 Reply Last reply Reply Quote 0
                                          • 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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