I noticed that there is a special sound for the airhorn in the files so I naturally tried to beat zombies with it.
But to my disappointment I only got the default bashing sound. So I started digging through the source files linked here.[quote=“Kevin Granade, post:171, topic:9710”]This post http://smf.cataclysmdda.com/index.php?topic=10390.msg251735#msg251735 linked the source file in git that has the entire list.[/quote]
So as far as I understand that, you can and NEED to define the firing sound for each and every gun in the game, without the corresponding entry in the json there will be no sound played.
(The AK74 i.e does not play a sound since its name has been changed recently)
But on the other hand every gun could have a different special sound as mentioned here.
According to that documentation you are supposed to be able do the same with melee weapons and in the download a few pages back a lot of work has been put into collecting sounds and assigning them to weapons.
But as far as I can tell that’s not how it works for melee weapons at all.
There’s 4 different melee weapon sounds that are played depending on the skill used by the weapon and the volume of it and an impact sound depending on the material.
More variants of those sounds are defined but I have not heard them being played.
Reload sounds are only being played when an NPC is reloading, not when the player reloads and other sounds like glass breaking or doors being smashed are sometimes not played at all.
Sigh, I only wanted hear the “honk” while beating a zombie to death with a bike horn and now I got a headache from trying to understand C++ with only mediocre java knowledge.
So take everything I just wrote with a huge grain of salt…
But less sounds actually being played has also its upsides: It should be a lot less work to actually replace them with copyright free files ( from https://www.freesound.org for example ).
And I personally think that even just the background ambience and the weather effects really improve the game.