One is happy to be of service.
Here you go everybody. I changed a few sounds out to legal sounds, and added an attributions list. I intend to keep working on it.
http://www.chezzo.com/cdda/ChestHoleSoundSet.zip
This works with the new sound sets.
Edit: This is not like tilesets where you have to be able to draw. Anybody can go to freesounds.org and pick new sounds. I will get this up on Github so everyone can help.
Yes please! We might have to sort something out on the side for distribution depending on how big the soundpack is, but I REALLY want one we can ship with the game.
Chezzo the tile and sound wizard
How would I go about updating the documentation for the sound packs ?
Melee Sounds are currently based on weapon skill and weapon size, not on the weapon type.
I also have yet to understand how to format the json so that the game randomly choses a sound for an event out off the one defined in the soundpack.
But the sfx::play_variant_sound() function should be capable of that, right?
Would adding more hooks for sounds simply involve adding a call of that function somewhere, like it has been done already in some places?
Thank you, Chezzo!
You got it, Kevin! Here is my fork on github where we can all work together on getting legal sounds that can ship with CDDA.
YOU can help by installing git, cloning the ChezzoSounds branch in my repository with the command:
git clone -b ChezzoSounds https://github.com/Chezzo/Cataclysm-DDA/tree/ChezzoSounds
Then go get sounds from one of the dozens of free sound websites. All these words are links to a different site with free sound effects. Or you can pull them out of public domain cartoons or movies or music. Or you can record them yourself!
Audacity is an awesome program for most OSes that I use for sound editing. Make sure you export in the ogg format, as it provides the smallest file size.
Add the sound in data/sound/ChestHole in the correct directory. Edit /data/sounds/ChestHole/soundset.json to point to your new file. (I just realized NONE of my new legal files are hooked up.)
Then change the file in data/sound/ChestHole/Attribution to give credit to whoever made the sound, like this:
Percy Duke //Name of creator
http://www.freesound.org/people/Percy%20Duke/sounds/23448/ //Website where you got the sound
/env/open_close/23448__percy-duke__door-creak-short.ogg //File name in data/sounds/ChestHole
Then submit a pull request to the ChezzoSounds branch, and I will put it in the set!
what would need to be done to get sounds working in the console/curses build of the game?
I have been playing one of the “more recent” builds (C-4036) but I have not noticed any sounds yet. Is this not mainlined? Or are there to few sounds, and I should update to get rain, footsteps, exhaustion, etc. And or find the sounds and post em for you?
We have no plans to add sounds to the console builds, does the sdl build with tiles turned off not work for you?
remined me whats sdl?
Also… why have music and sound settings in mainlined options if no intention to mainline ANY sounds or music O.o
SDL is Simple Direct Layer, a library that abstracts away hardware support (video acceleration, sound support, some networking, etc). SDL is what we use for both displaying tilesets and sound support.
Read what I said again,
The reason for which is that in order to add sound support to the console build, we’d need to build in SDL, at which point you’d have the SDL build, so… just use the SDL build.
what I mean is, would it be possible to compile a custom build with the SDL mixer and sounds enabled, but without tiles? Or is sound implemented in such a way that tiles are explicitly required?
I get significantly slower performance on the graphical build, whether using tiles or not
It should be possible, but it would also be very invasive to the code and probably break a bunch of things.
I suppose I’ll get to breaking a bunch of things then! I’ll probably end up with the same performance problems even if I do manage to finagle something out, but it’s worth a fiddle I guess
Cheers
To work on my own soundpack I made a little document that includes the paths of all files so I can easily get an overview of what still has to be replaced etc.
Figured some of you could use this as well.
Here it is: http://pastebin.com/zwWEWNzr
Please please please someone help me for I swear I am going to stomp on my PC in a fit of blind rage and then I’m going to murder the f*cking cat
Using version Windows SDL/TILES for windows,
Extracted the soundset archive and dumped the folder “Chesthole” into the data\sound, as per instructions from this thread here
Then in-game in the options menu there is NO “Choose Soundpack” option to turn on sounds, really there is not I have checked 20 times
There is music volume which does exactly diddly squat since there is no output of sound to begin with
So I go forum surfing and when I manually added the 2 “default” ogg’s that I found in here and they play just fine but not the chesthole soundpack even though it adheres to all rules that it should
Why is Cataclysm sound-trolling me? Hope someone can help before tear out all my hair
[quote=“dharthoorn, post:197, topic:9710”]Then in-game in the options menu there is NO “Choose Soundpack” option to turn on sounds, really there is not I have checked 20 times
There is music volume which does exactly diddly squat since there is no output of sound to begin with[/quote]
If you have the latest version of the game, you should see something like this in your options. This is with build 4158.
Thanks for the reply rremyroy
Well that’s my problem right there. I was using 0.C stable, and not an experimental build
Upon closer examination I saw mentioned the new method of sound implementation indeed started at build 4002… well dayum
This thread could use that build restriction up at post #1 IMHO for relative newcomers like me
Thanks again for pointing that out, I just confirmed that it works fine in the experimental builds
http://smf.cataclysmdda.com/index.php?topic=11833.0
Contains a link to Chesthole’s soundset. It’s tagged experimental as well.