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LordOfAles - Sounds CLOSED

Posted: Wed Nov 15, 2017 5:43 am
by Stratego (dev)
In AOW there are no sounds implemented yet in json, so
task 1: put in this sound to json form:

the defaultSoundUh means "unit_selected_small4.ogg" file, and its weight is given by its number of occurence - never ask why was it :)


Code: Select all

	
int defaultSoundUh = SoundsDef.addSound("unit_selected_small4.ogg");

	SoundsDef.packs.append(SOUND_PACK_UNIT_SELECT_US_BLD, 
				new int[] { 
				defaultSoundUh,
				defaultSoundUh,
				defaultSoundUh,
				defaultSoundUh,
				defaultSoundUh,
				defaultSoundUh,
				defaultSoundUh,
				defaultSoundUh,
				defaultSoundUh,
				defaultSoundUh,
				defaultSoundUh,
				defaultSoundUh,
				defaultSoundUh,
				defaultSoundUh,
				defaultSoundUh,
				defaultSoundUh,
				defaultSoundUh,
				defaultSoundUh,
				defaultSoundUh,
				defaultSoundUh,
				defaultSoundUh,
				SoundsDef.addSound("unit_selected_us_yes.ogg"),
				SoundsDef.addSound("unit_selected_us_yes_sir.ogg"),
				SoundsDef.addSound("unit_selected_us_your_orders.ogg"),				
				}

			);

		SoundsDef.packs.append(SOUND_PACK_UNIT_SELECT_GER_BLD, 
				new int[] { 
				defaultSoundUh,
				defaultSoundUh,
				defaultSoundUh,
				defaultSoundUh,
				defaultSoundUh,
				defaultSoundUh,
				defaultSoundUh,
				defaultSoundUh,
				defaultSoundUh,
				defaultSoundUh,
				defaultSoundUh,
				defaultSoundUh,
				defaultSoundUh,
				defaultSoundUh,
				defaultSoundUh,
				defaultSoundUh, 
				defaultSoundUh,
				defaultSoundUh,
				defaultSoundUh,
				defaultSoundUh,
				defaultSoundUh,
				SoundsDef.addSound("unit_selected_us_yes.ogg"),
				SoundsDef.addSound("unit_selected_us_yes_sir.ogg"),
				SoundsDef.addSound("unit_selected_us_your_orders.ogg"),				
				}

			);


		// -----------------------
		// UNIT DAMAGE
		// -----------------------
		
		
		SoundsDef.packs.append(SOUND_PACK_UNIT_DAMAGE_TANK, 
				new int[] { 
				SoundsDef.addSound("unit_damage_tank.ogg"),
				}
		); 
		SoundsDef.packs.append(SOUND_PACK_UNIT_DAMAGE_VEHICLE, 
				new int[] { 
				SoundsDef.addSound("unit_damage_tank.ogg"),
				}
		); 
		SoundsDef.packs.append(SOUND_PACK_UNIT_DAMAGE_SHIP, 
				new int[] { 
				SoundsDef.addSound("unit_damage_tank.ogg"),
				}
		); 
		SoundsDef.packs.append(SOUND_PACK_UNIT_DAMAGE_PLANE, 
				new int[] { 
				SoundsDef.addSound("unit_damage_tank.ogg"),
				}
		); 
		SoundsDef.packs.append(SOUND_PACK_UNIT_DAMAGE_INF, 
				new int[] { 
				SoundsDef.addSound("unit_damage_tank.ogg"),
				} 
		); 
		SoundsDef.packs.append(SOUND_PACK_UNIT_DAMAGE_FIXED, 
				new int[] { 
				SoundsDef.addSound("unit_damage_tank.ogg"),
				}
		);  
		SoundsDef.packs.append(SOUND_PACK_UNIT_DAMAGE_BLD, 
				new int[] { 
				SoundsDef.addSound("unit_damage_tank.ogg"),
				}
		); 
		
		// -----------------------
		// UNIT MEND/HEAL etc. SOUNDS
		// -----------------------
		
		SoundsDef.packs.append(SOUND_PACK_UNIT_HEAL, 
				new int[] {
				SoundsDef.addSound("unit_action_heal.ogg"),
				}
		);

		SoundsDef.packs.append(SOUND_PACK_UNIT_CONVERT, 
				new int[] {
				SoundsDef.addSound("unit_action_convert.ogg"),
				}
		);
		
		SoundsDef.packs.append(SOUND_PACK_UNIT_MEND_BUILD, 
				new int[] {
				SoundsDef.addSound("unit_action_mend_build.ogg"),
				}
		);

		SoundsDef.packs.append(SOUND_PACK_UNIT_MEND_BUILD, 
				new int[] {
				SoundsDef.addSound("unit_action_mend_build.ogg"),
				}
		);



Re: LordOfAles - Sounds

Posted: Fri Nov 17, 2017 3:45 pm
by LordOfAles
Is this the right format?

Re: LordOfAles - Sounds

Posted: Fri Nov 17, 2017 3:46 pm
by LordOfAles
Also: this is basically a sound storage?

Re: LordOfAles - Sounds

Posted: Fri Nov 17, 2017 9:22 pm
by Stratego (dev)
LordOfAles wrote:Is this the right format?

hmmm, no :)

you simply renamed a "unit" json :)

read the "sounds.json" format in FAQ and make this sample in first post into that form.