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Custom campaign sound

Open xtremeqg opened this issue 1 year ago • 1 comments

Unified sound banks.

SoundBankIDs have been completely removed. Sound samples are now referenced only by SoundSmplID. The first 1160 SoundSmplIDs are reserved for sound effects and mentor speech, in that order. It is now possible to play samples by name, get_sample_id() provides the SoundSmplID of any named sample. Lots of magic numbers have been replaced with enums. Types of several struct fields have been corrected. Console commands "sound.test" and "speech.test" have been replaced with "sample.test". Campaign sounds are accessible starting from sample ID 1661. Samples can also be specified by name in [sounds] crtr block.

xtremeqg avatar Nov 15 '24 18:11 xtremeqg

Beyond solving the conflicts, what is left to do on this PR?

walt253 avatar Apr 26 '25 14:04 walt253