Game definition jsons - Sounds

Learn the .json format
used to define characteristics of units and other game elements
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Stratego (dev)
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Game definition jsons - Sounds

Post by Stratego (dev) » Tue Sep 12, 2017 8:29 pm

OGG files

Alexander:
search wav to ogg on google
this is the first thing I've stumbled on:
https://audio.online-convert.com/convert-to-ogg

Makaw:
I can convert them into a smaller .ogg file with audacity.

JSON:
This is a list of sound definitions in sounds.json, every item is a sound pack meaning, several sound files are randomly chosen which to play (eg. unit speeches can be different on selecting them)

packIDString: you can reference the "packIDString" in other jsons.

weight: the weight needs to be increased if you want it to sound more frequently
(
sample:
soundA weight 80
soundB weight 20

means SoundA will have 80% chance to be heard, while B is only 20% chance

same result if you set this:
soundA weight 4
soundB weight 1

)


Sounds loading and Special lists:
As sounds are loaded on-demand (was a speedup for game loading) there can some cases when no sound is hearable (as it is not loadedd in time)
important: use as small sound .ogg files as you can to speed up its load time!
Here are 2 special list where u can speed up sounds loading, BUT IMPORTANT put here VERY VERY few sounds, i write what i advise
"packIDString": "SOUND_PACK_START_LOAD_ON_MAP_LOAD", - start loading the sound on map load (but will not wait them to be loaded)
"packIDString": "SOUND_PACK_FINISH_LOAD_ON_MAP_LOAD", - starts AND waits for the sound to be loaded

advised usage:
use SOUND_PACK_FINISH_LOAD_ON_MAP_LOAD only for these (from AOS)
{"fileName": "unit_selected_small4.ogg","weight": 1}, -> a sound what is in all unit actions as a "filler" , a faint sound. if this is loaded always wil lbe some sound.
{"fileName": "unit_selected_building.ogg","weight": 1}, -> a sound of building clicks, in a game probably one of the the first clicks
{"fileName": "waypoint_set.ogg","weight": 1}, -> waypoint setter (maybe it could go to SOUND_PACK_START_LOAD_ON_MAP_LOAD? as not the first clicks)
{"fileName": "button_click.ogg","weight": 1} -> pressing any hud button sound

use SOUND_PACK_START_LOAD_ON_MAP_LOAD for the ones what are not the first ones to use (eg waypoint would be good here)


Code: Select all

[

	{
		"packIDString": "SOUND_PACK_START_LOAD_ON_MAP_LOAD",
		"items": [

		]
	},
	{
		"packIDString": "SOUND_PACK_FINISH_LOAD_ON_MAP_LOAD",
		"items": [
			{"fileName": "unit_selected_small4.ogg","weight": 1},
      {"fileName": "unit_selected_building.ogg","weight": 1},
      {"fileName": "waypoint_set.ogg","weight": 1},
      {"fileName": "button_click.ogg","weight": 1}
		]
	}, 

{
	"packIDString": "SOUND_PACK_WHIRLWIND_ATTACK",                                    
	"items": [
		{"fileName": "unit_selected_here_i_stand.ogg",	"weight": 1}
	]		
},


{
	"packIDString": "SOUND_UNIT_ATTACK_CANNON",
	"items": [
		{"fileName": "unit_attack_cannon.ogg", 	"weight": 1}
	]		
},

{
	"packIDString": "XXXSOUND_PACK_UNIT_SELECT_LAND_NON_WAR_UNIT",                       - soundpack name
	"items": [
		{"fileName": "unit_selected_small.ogg",		"weight": 20},                              - this sound should played 20/21 probability (almost all).
		{"fileName": "unit_selected_yes_sire.ogg",	"weight": 1}                                         - this sound should played 1/21 probability (every 21th will be this).
	]

}

]
AOS soundpacks:

Code: Select all

		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_LAND_UNIT", SOUND_PACK_UNIT_SELECT_LAND_UNIT  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_WATER_UNIT", SOUND_PACK_UNIT_SELECT_WATER_UNIT  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_LAND_NON_WAR_UNIT", SOUND_PACK_UNIT_SELECT_LAND_NON_WAR_UNIT  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_LAND_CATAPULT", SOUND_PACK_UNIT_SELECT_LAND_CATAPULT  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_LAND_SCOUT", SOUND_PACK_UNIT_SELECT_LAND_SCOUT  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_LAND_MOUNTED_HORSE", SOUND_PACK_UNIT_SELECT_LAND_MOUNTED_HORSE  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_LAND_MOUNTED_ELEPHANT", SOUND_PACK_UNIT_SELECT_LAND_MOUNTED_ELEPHANT  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_AIR_HAWK", SOUND_PACK_UNIT_SELECT_AIR_HAWK  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_BUILDING", SOUND_PACK_UNIT_SELECT_BUILDING  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_LAND_PRIEST", SOUND_PACK_UNIT_SELECT_LAND_PRIEST ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_TIE", SOUND_PACK_UNIT_SELECT_TIE ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_US", SOUND_PACK_UNIT_SELECT_US ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_LAND_UNIT", SOUND_PACK_UNIT_AFFIRM_LAND_UNIT  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_WATER_UNIT", SOUND_PACK_UNIT_AFFIRM_WATER_UNIT  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_LAND_NON_WAR_UNIT", SOUND_PACK_UNIT_AFFIRM_LAND_NON_WAR_UNIT  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_LAND_CATAPULT", SOUND_PACK_UNIT_AFFIRM_LAND_CATAPULT  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_LAND_SCOUT", SOUND_PACK_UNIT_AFFIRM_LAND_SCOUT  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_LAND_MOUNTED_HORSE", SOUND_PACK_UNIT_AFFIRM_LAND_MOUNTED_HORSE  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_LAND_MOUNTED_ELEPHANT", SOUND_PACK_UNIT_AFFIRM_LAND_MOUNTED_ELEPHANT  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_AIR_HAWK", SOUND_PACK_UNIT_AFFIRM_AIR_HAWK  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_LAND_PRIEST", SOUND_PACK_UNIT_AFFIRM_LAND_PRIEST ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_TIE", SOUND_PACK_UNIT_AFFIRM_TIE ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_SWING", SOUND_PACK_UNIT_ATTACK_SWING  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_ARROW", SOUND_PACK_UNIT_ATTACK_ARROW  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_CATAPULT", SOUND_PACK_UNIT_ATTACK_CATAPULT  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_RAM", SOUND_PACK_UNIT_ATTACK_RAM  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_NON_WAR_UNIT", SOUND_PACK_UNIT_ATTACK_NON_WAR_UNIT  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_TIE", SOUND_PACK_UNIT_ATTACK_TIE  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_ROCKET", SOUND_PACK_UNIT_ATTACK_ROCKET  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_SNIPER_ROCKET", SOUND_PACK_UNIT_ATTACK_SNIPER_ROCKET  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_SNIPER_ROCKET_EXPLOSION", SOUND_PACK_UNIT_ATTACK_SNIPER_ROCKET_EXPLOSION  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_STINK_BOMB_EXPLOSION", SOUND_PACK_UNIT_ATTACK_STINK_BOMB_EXPLOSION  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_FIRE_ROCKET_EXPLOSION", SOUND_PACK_UNIT_ATTACK_FIRE_ROCKET_EXPLOSION  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_ELEPHANT", SOUND_PACK_UNIT_ATTACK_ELEPHANT  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_CANNON", SOUND_PACK_UNIT_ATTACK_CANNON  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_HEAL", SOUND_PACK_UNIT_HEAL  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_CONVERT", SOUND_PACK_UNIT_CONVERT  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_MEND_BUILD", SOUND_PACK_UNIT_MEND_BUILD  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGED_HUMAN", SOUND_PACK_UNIT_DAMAGED_HUMAN  );  
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGED_BUILDING", SOUND_PACK_UNIT_DAMAGED_BUILDING  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGED_VEHICLE", SOUND_PACK_UNIT_DAMAGED_VEHICLE  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGED_SCOUT", SOUND_PACK_UNIT_DAMAGED_SCOUT  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGED_HAWK", SOUND_PACK_UNIT_DAMAGED_HAWK  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGED_ELEPHANT", SOUND_PACK_UNIT_DAMAGED_ELEPHANT  ); 
		
		SoundsDef.addSoundPackName("SOUND_PACK_GLOBAL_TC_OCCUPY", SoundsDef.SOUND_PACK_GLOBAL_TC_OCCUPY  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_GLOBAL_BUTTON_HUD", SoundsDef.SOUND_PACK_GLOBAL_BUTTON_HUD  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_GLOBAL_BUTTON_HUD_SHOP", SoundsDef.SOUND_PACK_GLOBAL_BUTTON_HUD_SHOP  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_GLOBAL_WAYPOINT_SET", SoundsDef.SOUND_PACK_GLOBAL_WAYPOINT_SET  ); 
		
		


AOF soundpacks:

Code: Select all

		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_LAND_UNIT", SOUND_PACK_UNIT_SELECT_LAND_UNIT  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_WATER_UNIT", SOUND_PACK_UNIT_SELECT_WATER_UNIT  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_LAND_NON_WAR_UNIT", SOUND_PACK_UNIT_SELECT_LAND_NON_WAR_UNIT  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_LAND_WIZARD", SOUND_PACK_UNIT_SELECT_LAND_WIZARD  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_LAND_CATAPULT", SOUND_PACK_UNIT_SELECT_LAND_CATAPULT  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_LAND_SCOUT", SOUND_PACK_UNIT_SELECT_LAND_SCOUT  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_LAND_MOUNTED_HORSE", SOUND_PACK_UNIT_SELECT_LAND_MOUNTED_HORSE  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_LAND_MOUNTED_ELEPHANT", SOUND_PACK_UNIT_SELECT_LAND_MOUNTED_ELEPHANT  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_AIR_HAWK", SOUND_PACK_UNIT_SELECT_AIR_HAWK  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_BUILDING", SOUND_PACK_UNIT_SELECT_BUILDING  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_LAND_PRIEST", SOUND_PACK_UNIT_SELECT_LAND_PRIEST ); 
//		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_TIE", SOUND_PACK_UNIT_SELECT_TIE ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_UND_LAND_UNIT", SOUND_PACK_UNIT_SELECT_UND_LAND_UNIT ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_ORC_LAND_UNIT", SOUND_PACK_UNIT_SELECT_ORC_LAND_UNIT ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_DRAGON", SOUND_PACK_UNIT_SELECT_DRAGON  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_UND_MAGES", SOUND_PACK_UNIT_SELECT_UND_MAGES );
		
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_ELF_ENTS", SOUND_PACK_UNIT_SELECT_ELF_ENTS );	
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_ELF_EAGLE", SOUND_PACK_UNIT_SELECT_ELF_EAGLE );
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_ELF_SEASERPENT", SOUND_PACK_UNIT_SELECT_ELF_SEASERPENT );
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_ELF_WOLF", SOUND_PACK_UNIT_SELECT_ELF_WOLF );
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_ELF_WIZARD", SOUND_PACK_UNIT_SELECT_ELF_WIZARD );
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_ELF_FAIRY", SOUND_PACK_UNIT_SELECT_ELF_FAIRY );
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_UND_BAT", SOUND_PACK_UNIT_SELECT_UND_BAT );
		

		
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_LAND_UNIT", SOUND_PACK_UNIT_AFFIRM_LAND_UNIT  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_WATER_UNIT", SOUND_PACK_UNIT_AFFIRM_WATER_UNIT  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_LAND_NON_WAR_UNIT", SOUND_PACK_UNIT_AFFIRM_LAND_NON_WAR_UNIT  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_LAND_CATAPULT", SOUND_PACK_UNIT_AFFIRM_LAND_CATAPULT  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_LAND_SCOUT", SOUND_PACK_UNIT_AFFIRM_LAND_SCOUT  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_LAND_MOUNTED_HORSE", SOUND_PACK_UNIT_AFFIRM_LAND_MOUNTED_HORSE  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_LAND_MOUNTED_ELEPHANT", SOUND_PACK_UNIT_AFFIRM_LAND_MOUNTED_ELEPHANT  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_AIR_HAWK", SOUND_PACK_UNIT_AFFIRM_AIR_HAWK  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_LAND_PRIEST", SOUND_PACK_UNIT_AFFIRM_LAND_PRIEST ); 
		//SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_TIE", SOUND_PACK_UNIT_AFFIRM_TIE  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_DRAGON", SOUND_PACK_UNIT_AFFIRM_DRAGON  );
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_AFFIRM_ELF_ENT", SOUND_PACK_UNIT_AFFIRM_ELF_ENT  );
		
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_SWING", SOUND_PACK_UNIT_ATTACK_SWING  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_ARROW", SOUND_PACK_UNIT_ATTACK_ARROW  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_CATAPULT", SOUND_PACK_UNIT_ATTACK_CATAPULT  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_RAM", SOUND_PACK_UNIT_ATTACK_RAM  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_NON_WAR_UNIT", SOUND_PACK_UNIT_ATTACK_NON_WAR_UNIT  ); 
		//SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_TIE", SOUND_PACK_UNIT_ATTACK_TIE  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_ELEPHANT", SOUND_PACK_UNIT_ATTACK_ELEPHANT  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_DRAGON_BREATH", SOUND_PACK_UNIT_ATTACK_DRAGON_BREATH  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_HEAL", SOUND_PACK_UNIT_HEAL  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_CONVERT", SOUND_PACK_UNIT_CONVERT  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_MEND_BUILD", SOUND_PACK_UNIT_MEND_BUILD  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGED_HUMAN", SOUND_PACK_UNIT_DAMAGED_HUMAN  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGED_BUILDING", SOUND_PACK_UNIT_DAMAGED_BUILDING  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGED_VEHICLE", SOUND_PACK_UNIT_DAMAGED_VEHICLE  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGED_SCOUT", SOUND_PACK_UNIT_DAMAGED_SCOUT  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGED_HAWK", SOUND_PACK_UNIT_DAMAGED_HAWK  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGED_ELEPHANT", SOUND_PACK_UNIT_DAMAGED_ELEPHANT  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGED_WIZARD", SOUND_PACK_UNIT_DAMAGED_WIZARD  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGED_ORC", SOUND_PACK_UNIT_DAMAGED_ORC  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGED_DRAGON", SOUND_PACK_UNIT_DAMAGED_DRAGON  );
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGED_ELF_ENT", SOUND_PACK_UNIT_DAMAGED_ELF_ENT  );
		
		SoundsDef.addSoundPackName("SOUND_PACK_SPELL_ANIM_FIREBALL_EXPLOSION", SOUND_PACK_SPELL_ANIM_FIREBALL_EXPLOSION  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_SPELL_ANIM_THUNDER_STORM", SOUND_PACK_SPELL_ANIM_THUNDER_STORM  ); 
		
		SoundsDef.addSoundPackName("SOUND_PACK_GLOBAL_TC_OCCUPY", SoundsDef.SOUND_PACK_GLOBAL_TC_OCCUPY  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_GLOBAL_BUTTON_HUD", SoundsDef.SOUND_PACK_GLOBAL_BUTTON_HUD  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_GLOBAL_BUTTON_HUD_SHOP", SoundsDef.SOUND_PACK_GLOBAL_BUTTON_HUD_SHOP  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_GLOBAL_WAYPOINT_SET", SoundsDef.SOUND_PACK_GLOBAL_WAYPOINT_SET  ); 

	
AOW soundpacks

Code: Select all

		SoundsDef.addSoundPackName("SOUND_PACK_GLOBAL_TC_OCCUPY", SoundsDef.SOUND_PACK_GLOBAL_TC_OCCUPY  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_GLOBAL_BUTTON_HUD", SoundsDef.SOUND_PACK_GLOBAL_BUTTON_HUD  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_GLOBAL_BUTTON_HUD_SHOP", SoundsDef.SOUND_PACK_GLOBAL_BUTTON_HUD_SHOP  ); 
		SoundsDef.addSoundPackName("SOUND_PACK_GLOBAL_WAYPOINT_SET", SoundsDef.SOUND_PACK_GLOBAL_WAYPOINT_SET  ); 

		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_US", SOUND_PACK_UNIT_SELECT_US);
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_GER", SOUND_PACK_UNIT_SELECT_GER);
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_RU", SOUND_PACK_UNIT_SELECT_RU);
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_JP", SOUND_PACK_UNIT_SELECT_JP);
		
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_TANK_SHOOT", SOUND_PACK_UNIT_ATTACK_TANK_SHOOT);	
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_MOVE_TANK", SOUND_PACK_UNIT_MOVE_TANK);
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGE_TANK", SOUND_PACK_UNIT_DAMAGE_TANK);
		
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_VEHICLE_SHOOT", SOUND_PACK_UNIT_ATTACK_VEHICLE_SHOOT);	
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_MOVE_VEHICLE", SOUND_PACK_UNIT_MOVE_VEHICLE);
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGE_VEHICLE", SOUND_PACK_UNIT_DAMAGE_VEHICLE);
		
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_SHIP_SHOOT", SOUND_PACK_UNIT_ATTACK_SHIP_SHOOT);	
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_MOVE_SHIP", SOUND_PACK_UNIT_MOVE_SHIP);
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGE_SHIP", SOUND_PACK_UNIT_DAMAGE_SHIP);

		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_PLANE_SHOOT", SOUND_PACK_UNIT_ATTACK_PLANE_SHOOT);	
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_MOVE_PLANE", SOUND_PACK_UNIT_MOVE_PLANE);
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGE_PLANE", SOUND_PACK_UNIT_DAMAGE_PLANE);

		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_INF_SHOOT", SOUND_PACK_UNIT_ATTACK_INF_SHOOT);	
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_MOVE_INF", SOUND_PACK_UNIT_MOVE_INF);
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGE_INF", SOUND_PACK_UNIT_DAMAGE_INF);


		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_ATTACK_AA_SHOOT", SOUND_PACK_UNIT_ATTACK_AA_SHOOT);	
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_MOVE_FIXED", SOUND_PACK_UNIT_MOVE_FIXED);
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGE_FIXED", SOUND_PACK_UNIT_DAMAGE_FIXED);
	
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_US_BLD", SOUND_PACK_UNIT_SELECT_US_BLD);
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_GER_BLD", SOUND_PACK_UNIT_SELECT_GER_BLD);
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_RU_BLD", SOUND_PACK_UNIT_SELECT_RU_BLD);
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_SELECT_JP_BLD", SOUND_PACK_UNIT_SELECT_JP_BLD);
		SoundsDef.addSoundPackName("SOUND_PACK_UNIT_DAMAGE_BLD", SOUND_PACK_UNIT_DAMAGE_BLD);


Stratego (dev)
Site Admin
Posts: 14749
Joined: Fri Apr 25, 2014 9:28 pm

Re: Game definition jsons - Sounds

Post by Stratego (dev) » Sat Sep 23, 2017 7:23 pm

posted here available soundpacks at the moment.

Stratego (dev)
Site Admin
Posts: 14749
Joined: Fri Apr 25, 2014 9:28 pm

Re: Game definition jsons - Sounds

Post by Stratego (dev) » Sun Nov 22, 2020 2:56 pm

new special lists:

Sounds loading and Special lists:
As sounds are loaded on-demand (was a speedup for game loading) there can some cases when no sound is hearable (as it is not loadedd in time)
important: use as small sound .ogg files as you can to speed up its load time!
Here are 2 special list where u can speed up sounds loading, BUT IMPORTANT put here VERY VERY few sounds, i write what i advise
"packIDString": "SOUND_PACK_START_LOAD_ON_MAP_LOAD", - start loading the sound on map load (but will not wait them to be loaded)
"packIDString": "SOUND_PACK_FINISH_LOAD_ON_MAP_LOAD", - starts AND waits for the sound to be loaded

advised usage:
use SOUND_PACK_FINISH_LOAD_ON_MAP_LOAD only for these (from AOS)
{"fileName": "unit_selected_small4.ogg","weight": 1}, -> a sound what is in all unit actions as a "filler" , a faint sound. if this is loaded always wil lbe some sound.
{"fileName": "unit_selected_building.ogg","weight": 1}, -> a sound of building clicks, in a game probably one of the the first clicks
{"fileName": "waypoint_set.ogg","weight": 1}, -> waypoint setter (maybe it could go to SOUND_PACK_START_LOAD_ON_MAP_LOAD? as not the first clicks)
{"fileName": "button_click.ogg","weight": 1} -> pressing any hud button sound

use SOUND_PACK_START_LOAD_ON_MAP_LOAD for the ones what are not the first ones to use (eg waypoint would be good here)

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