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## jc soundpack
As damalsk appears MIA, I have updated as much of this soundpack as possible for Bright Nights
No new sound files have been added.
The streaming musicset has been removed. If you want music, see my clone of CO.AG musicpack redux 2019-12-11.
Inaudible radio 4 sound disabled.
Dog sound 1 disabled.
Indoors_1 sound disabled.
underground_5 sound disabled.
Add sound references for my hk_loadout mod, misc mod, vamp_stuff redone mod.
The game caches sound files in some way. After changing any sound files:
Run the game, load a save, exit, then run the game again.
### Nitpicks:
Need sound files for mon_mutant_experimental
Need sound files for foodperson_mask
Some situations do not cause sounds. Debug Mode shows no sound call is made at all, meaning these are source code bugs:
Underbarrel shotguns (pump action) do not call a sound when reloading.
Underbarrel shotguns (magazine) do not call a sound when reloading.
Underbarrel launchers do not call a sound when reloading.
Safes do not call a sound when opened.
Pillow Forts do not call a sound when smashed.
Spells do not call a sound when cast.
-However, these can be hackily added to the spells themselves when using Bright Nights by having the spell call the sound of another object.
Gates/Switches/Pulleys do not call a sound when opened or closed. (Need to confirm with debug mode)
Non-Zombie monsters do not call a sound when attacking. (Need to confirm with debug mode)
Some objects call sounds that do not matc their object id:
Smashing a tent uses "smash_success cloth".
NPCs firing suppressed weapons use the normal weapon fire sounds instead of the suppressed ones.
Destroyable fields (ie, web) call the generic "smash field" sound instead of a more specific sound. (Such as "smash fd_web")
Some furniture-terrain cannot be destroyed and thus play the generic smash ground sound.
Some objects do not play an audible sound despite setting one and debug mode showing the correct sound is invoked:
Cardboard Forts do not play a sound when smashed. (Debug shows "smash_success f_cardboard_fort", so I must have missed a comma in the sound config somewhere.)
Paper walls do not play a sound when smashed. (Debug shows "smash_success t_paper", so I must have missed a comma in the sound config somewhere.)
smash_fail sounds do not work at all. (Source code bug. soundfxvariant is not defined. Fixed in bn for some time now.)
Some sounds don't play at all when using an mp3 player. (close_door works, but open_door doesn't?! :/ )
Some sounds don't play at all during a thunderstorm/lightningstorm/snowstorm. (Namely open_door. Even when underground.)
-open_door uses a volume of 6. close_door uses 10. (functions found in map.cpp)
-headphones apply a 0.25 volume_multiplier (found in character.cpp)
--Character::can_hear (character.cpp) checks if a sound can be heard by ((volume - weather->sound_attn) * volume_multiplier >= distance)
--weather types have a value for sound_attn in json/weather_type.json
--thunderstorm has a sound_attn of 8. lightningstorm 8, snowstorm 6.
--6 minus 8 results in -2, and so the open_door sound cannot be heard. sound_attn does not reduce indoors/underground, even though it probably should.
--6 times 0.25 is 1.5, which fails with headphones, but 10 times 0.25 is 2.5, which works.
Hacked in spell sounds only play if within a few tiles.
Hacked in spell sounds ignore the per-sound volume setting.
-AoE spells trigger the sound for every tile, and due to sound stacking are deafeningly loud. Don't add any until this is fixed.
Sound volumes don't drop off with z-levels. (The player really shouldn't be able to hear noises from underground labs.)
Preloading slows down launching the game.
### Todo:
Merge with Otopack+ModsUpdates
Add sound files for helicopter engines. It just doesn't feel right having the diesel engine sound for helicopters.
### Implemenation Quicks:
Be extra careful not to miss a comma. Even a single missed comma can break all sounds and the game makes this extremely hard to debug.
Sounds with only a single sound file must be placed on a single line array. I know, weird. (This doesn't seem to be a problem anymore.)
Original Readme follows:
Currently working on v0.3 (31/05/2019).
### Vehicle sfx
They are extremely basic and might sound somehow clunky, but that will change since they will be expanded. Don’t feel surprised if your death mobile ends up sounding like a normal car, that’s how it is for now and suggestions are welcome
### What’s the goal of @'s soundpack?
To simply add missing sounds from the game in order to enhance the experience. It uses 2ch soundpack as a base and I really don’t intend on replacing all the sound effects there, just add.
### Music
Gritty, dark, atmospheric dark ambient music to perfectly match the background of your game. It’s brought by Arkham Radio and it’s totally licensed (streamers and youtubers should have no problem) so everybody can enjoy!
Please, make sure to check his YouTube channel and give some support on Bandcamp!
Arkham Radio YouTube channel
https://www.youtube.com/channel/UCwaEoDx5b4P4wrKyZhD7zcQ
Arkham Radio Bandcamp
https://arkhamradio.bandcamp.com/
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