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Replace audio file names in official mods rules with references to notifications/voices.yaml entries

Open penev92 opened this issue 9 years ago • 10 comments

A split from the generic D2k cleanup ticket:

There are still actor definitions that contain hardcoded (in the YAML, but still) sound file names like HI_PREP.AUD and STEALTH1.WAV instead of properly defined sounds/voices/notifications in the proper YAML file. This is also true for other mods and I think it would be nice to clean those up, because they have been known to cause problems.

penev92 avatar Jan 31 '16 16:01 penev92

We need to be a bit careful about stuff like stealth sounds, because these need to be WPos-specific.

reaperrr avatar Jan 31 '16 16:01 reaperrr

I believe this is about moving them into Notification/Sounds (that can then still be played at a specific position).

pchote avatar Jan 31 '16 16:01 pchote

Ok, I wasn't sure whether our notification system supports that already.

reaperrr avatar Jan 31 '16 16:01 reaperrr

What is the gain? The loss is to work with another file all the time and being a lot less modder friendly.

GraionDilach avatar Jan 31 '16 22:01 GraionDilach

¯\_(ツ)_/¯ Looks cleaner to me, and you only define every file once that way. This was more of a suggestion than a "we have to do it".

penev92 avatar Jan 31 '16 23:01 penev92

Tbh, I think that's a good question. It really seems to add just extra work. The only benefits I can think of are translation support for speech notifications/voices (why do we need sounds then?) and that mappers have an overview which notifications they can use (https://github.com/OpenRA/OpenRA/pull/7164#issuecomment-68636229).

abcdefg30 avatar Feb 01 '16 09:02 abcdefg30

Consistency is an important point. It also exposes them to the linter, and will make for an easier transition to the improved sound sequence setup (when that eventually happens).

pchote avatar Feb 01 '16 10:02 pchote

I presume a sound definition yaml is in the plans then? Being able to specify volume and other key characteristics like range of said audio would go long way and potential randomization of sound/pitch etc used.

Apollo-X avatar Feb 03 '16 13:02 Apollo-X

@Apollo-X: yup. We will have a setup similar to our artwork sequences where you have a named sound type, with properties for things like faction-specific naming conventions, sound file randomization, volume, etc.

pchote avatar Feb 03 '16 13:02 pchote

If at least some basic options can arrive along with the refactor then it is a gain.

GraionDilach avatar Feb 03 '16 13:02 GraionDilach