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Freedom
12-01-2006, 03:22 PM
I figured I'd start a thread about the new sfx system to give everyone who needs it a reference point.
this post HERE (http://www.armageddongames.net/showpost.php?p=1102233&postcount=53) shows the sound location numbers.

I just started looking at this so I don't have a clue how this all works yet, anyone that knows want to chime in?

Some questions might be;

When you load a new sound, is it stored in the sfx.dat or the quest file itself?
I assume it's in the sfx.dat, since it's size has increased 300%

What's the method for using new sounds that I've added?
How can I trigger them?

If I replace the #1 arrow sound for example by loading a new sound, does it also keep the old sound as a back-up somewhere?
If not, why the "use default" option?
OR is it storing sounds I add in the quest file and using sounds from the sfx in places I haven't added new sounds?

Dart Zaidyer
12-01-2006, 03:31 PM
Sounds are stored within the quest file, as far as I can tell. When I add them, the quest itself increases in size. Setting a sound to the "default" imports it from sfx.dat, I think.
Right now, the only way to play a sound effect outside of the usual circumstances is to call it from a script.

mikepjr2
12-02-2006, 05:38 AM
This should make it easier then clicking the link.

#define WAV_ARROW 1 /* SAMP */
#define WAV_BEAM 2 /* SAMP */
#define WAV_BOMB 3 /* SAMP */
#define WAV_BRANG 4 /* SAMP */
#define WAV_CHIME 5 /* SAMP */
#define WAV_CHINK 6 /* SAMP */
#define WAV_CLEARED 7 /* SAMP */
#define WAV_DODONGO 8 /* SAMP */
#define WAV_DOOR 9 /* SAMP */
#define WAV_EDEAD 10 /* SAMP */
#define WAV_EHIT 11 /* SAMP */
#define WAV_ER 12 /* SAMP */
#define WAV_FIRE 13 /* SAMP */
#define WAV_GANON 14 /* SAMP */
#define WAV_GASP 15 /* SAMP */
#define WAV_HAMMER 16 /* SAMP */
#define WAV_HOOKSHOT 17 /* SAMP */
#define WAV_MSG 18 /* SAMP */
#define WAV_OUCH 19 /* SAMP */
#define WAV_PICKUP 20 /* SAMP */
#define WAV_PLACE 21 /* SAMP */
#define WAV_PLINK 22 /* SAMP */
#define WAV_REFILL 23 /* SAMP */
#define WAV_ROAR 24 /* SAMP */
#define WAV_SCALE 25 /* SAMP */
#define WAV_SEA 26 /* SAMP */
#define WAV_SECRET 27 /* SAMP */
#define WAV_SPIRAL 28 /* SAMP */
#define WAV_STAIRS 29 /* SAMP */
#define WAV_SWORD 30 /* SAMP */
#define WAV_VADER 31 /* SAMP */
#define WAV_WAND 32 /* SAMP */
#define WAV_WHISTLE 33 /* SAMP */
#define WAV_ZELDA 34 /* SAMP */
#define WAV_ZN1CHARGE 35 /* SAMP */
#define WAV_ZN1CHARGE2 36 /* SAMP */
#define WAV_ZN1DINSFIRE 37 /* SAMP */
#define WAV_ZN1FALL 38 /* SAMP */
#define WAV_ZN1FARORESWIND 39 /* SAMP */
#define WAV_ZN1FIREBALL 40 /* SAMP */
#define WAV_ZN1GRASSCUT 41 /* SAMP */
#define WAV_ZN1HAMMERPOST 42 /* SAMP */
#define WAV_ZN1HOVER 43 /* SAMP */
#define WAV_ZN1ICE 44 /* SAMP */
#define WAV_ZN1JUMP 45 /* SAMP */
#define WAV_ZN1LENSOFF 46 /* SAMP */
#define WAV_ZN1LENSON 47 /* SAMP */
#define WAV_ZN1NAYRUSLOVE1 48 /* SAMP */
#define WAV_ZN1NAYRUSLOVE2 49 /* SAMP */
#define WAV_ZN1PUSHBLOCK 50 /* SAMP */
#define WAV_ZN1ROCK 51 /* SAMP */
#define WAV_ZN1ROCKETDOWN 52 /* SAMP */
#define WAV_ZN1ROCKETUP 53 /* SAMP */
#define WAV_ZN1SPINATTACK 54 /* SAMP */
#define WAV_ZN1SPLASH 55 /* SAMP */
#define WAV_ZN1SUMMON 56 /* SAMP */
#define WAV_ZN1TAP 57 /* SAMP */
#define WAV_ZN1TAP2 58 /* SAMP */
#define WAV_ZN1WHIRLWIND 59 /* SAMP */

i think the next thing i would like to see done is have ruppy pick up have its own SFX like on LTTP.

_L_
12-02-2006, 05:57 AM
I assume it's in the sfx.dat, since it's size has increased 300%No, that's due to the "More Sounds" quest rule.