Difference between revisions of "Customsounds.plist"
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Cholmondely (talk | contribs) (Added Ideas & Issues (culled from the BGS thread).) |
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Unused by Oolite itself. | Unused by Oolite itself. | ||
| + | == Ideas == | ||
| + | === Sounds for specific ships === | ||
| + | *It would be lovely to see the first really complete oxp ship. That means: | ||
| + | :own 3d model | ||
| + | :own textures | ||
| + | :own shaders | ||
| + | :own hud | ||
| + | :own sound set.<br> | ||
| + | for complete immersion. (https://bb.oolite.space/viewtopic.php?p=114395#p114395 PAGroove 2010) | ||
| + | |||
| + | *A Krait could sound pretty different from a Python... .-) | ||
| + | :The only thing you need is 3 soundfiles and then a small modification on your shipdata.plist: | ||
| + | |||
| + | ::script_info = {"engine" = "myengine.ogg"; "engineUp" = "myengineUp.ogg"; "engineDown" = "myengineDown.ogg";}; | ||
| + | |||
| + | :engine is the basic mumbling sound, the other are for accelerating and decelerating (Svengali 2010 - a few posts down from the above) | ||
| + | |||
| + | === Chatter on the SpaceLanes === | ||
| + | Well, there's a lot of possibilities for radio chatter, especially recorded in the voices of different community members.. | ||
| + | :"Hey! Anybody want to buy a trumble? They're cute, cuddly and soooooper cheap for a limited time only!" | ||
| + | :"Keep your trumbles to yourself, buddy." | ||
| + | :"Yeah, nobody wants to hear about your trumbles." | ||
| + | :<singing> "Oh, pack up your trumbles in your old kit pack and smile, smile, smiiiiiile." | ||
| + | .. but these might be more fun as random bits one hears when heading along the spacelane, mixed kinda low with some static to make them sound like distant signals of ships somewhere outside scanner or visual contact range. | ||
| + | ([https://bb.oolite.space/viewtopic.php?p=116694#p116694 Ganelon, 2010] - followed by three more dialogue ideas) | ||
| + | |||
| + | == Issues == | ||
| + | *There are a number of things which can interfere with the timing | ||
| + | :*Pausing the game: | ||
| + | ::Cody: Something I’ve noticed… the [[BGS]] background sounds continue when the game is paused. | ||
| + | ::This includes the injector rumble and the hyperspace countdown (which puts the countdown out of step). | ||
| + | ::Svengali: As the hyperspace countdown is defined in customsounds.plist, there's not much we can do. The only chance would be to create single sounds for the last five seconds and only keep a background layer in customsounds.plist. But as the BGS oxp is intended to be available as single packs too (customsounds, images and scriptcontrolled ambient/fx) it is no option. (''At this time BGS was a suite of 3 OXPs''). | ||
| + | ::The other thing is the engine stuff. This is script controlled and to stop these sounds when the game gets paused would require to store the game clock and compare against the stored value. I'm a bit worried about adding additional checks as the script already needs quite a few milliseconds to run. I've spent a whole while in speeding it up, so it doesn't hit the timelimiter in Oolite anymore. And I'm also not sure what happens when the sounds are restarted then (gap? would be nasty.). (All from [https://bb.oolite.space/viewtopic.php?p=114900#p114900 2010]) | ||
| + | ::Ahruman: (This is doable in javascript). | ||
| + | ::I pointed out quite some time ago that a fixed countdown sound does not work properly and never will. There are several reasons: pausing, the Time Acceleration Factor, and the fact that ships can have custom countdown periods spring to mind. The only way to get a countdown that sounds right is to set up a timer in response to the playerStartedJumpCountdown(time) event and play each word as a separate sound. | ||
| + | |||
| + | :*Mission Screens (see the old 2010 discussion [https://bb.oolite.space/viewtopic.php?p=118850#p118850 here]). | ||
== Links == | == Links == | ||
| − | *[ | + | *[https://bb.oolite.space/viewtopic.php?f=2&t=17571 Split: Sound Effects] (2015-18) has a post by cim on new possibilities for sounds since the v.1.80 upgrade to the OpenAL sound library. |
| − | *See [ | + | *See [https://bb.oolite.space/viewtopic.php?f=2&t=17920 Sound effect OXPs] (2015) for a discussion of issues with programming sounds in Oolite. |
| − | *[ | + | *[https://bb.oolite.space/viewtopic.php?f=6&t=5914 Random Sound Selection] (2009) for details of how to enable this |
[[Category:Oolite]] [[Category:Oolite scripting]] | [[Category:Oolite]] [[Category:Oolite scripting]] | ||
Latest revision as of 13:39, 17 June 2026
- This article is a stub. You can help EliteWiki by expanding it.
The customsounds.plist is organized as dictionary with pairs of key and value strings. The used keynames are enclosed in square brackets. Values can be filenames with filextension (e.g. "scoop.ogg"), references to other keys (e.g. "[buy-commodity]") or arrays in which case Oolite picks a value randomly.
Keynames starting with "@..." are (by convention) only used within customsounds.plist, not directly by the game and can be used as reference.
Contents
- 1 Keys
- 1.1 aegis-planet
- 1.2 aegis-station
- 1.3 alert-condition-red
- 1.4 autopilot-cannot-dock-with-target
- 1.5 autopilot-denied
- 1.6 autopilot-off
- 1.7 autopilot-on
- 1.8 autopilot-out-of-range
- 1.9 buy-commodity
- 1.10 buy-ship
- 1.11 cargo-jettisoned
- 1.12 changed-option
- 1.13 cloaking-device-insufficent-energy
- 1.14 cloaking-device-off
- 1.15 cloaking-device-on
- 1.16 contract-accepted
- 1.17 contract-rejected
- 1.18 could-not-buy-commodity
- 1.19 could-not-buy-ship
- 1.20 could-not-sell-commodity
- 1.21 dismissed-mission-screen
- 1.22 dismissed-report-screen
- 1.23 energy-bomb-fired
- 1.24 energy-low
- 1.25 escape-pod-scooped
- 1.26 fuel-leak
- 1.27 galactic-hyperspace-countdown-begun
- 1.28 game-over
- 1.29 hold-full
- 1.30 hostile-warning
- 1.31 hyperspace-countdown-aborted
- 1.32 hyperspace-countdown-begun
- 1.33 ident-locked-on
- 1.34 ident-off
- 1.35 ident-on
- 1.36 incoming-missile
- 1.37 jump-mass-locked
- 1.38 menu-navigation-down
- 1.39 menu-navigation-not
- 1.40 menu-navigation-up
- 1.41 menu-next-page
- 1.42 menu-previous-page
- 1.43 mine-armed
- 1.44 mine-launched
- 1.45 missile-armed
- 1.46 missile-launched
- 1.47 missile-locked-on
- 1.48 missile-safe
- 1.49 next-equipment-selected
- 1.50 next-missile-selected
- 1.51 no-target-in-memory
- 1.52 player-direct-hit
- 1.53 player-dock-with-station
- 1.54 player-exit-witchspace
- 1.55 player-fired-ecm
- 1.56 player-hit-by-ecm
- 1.57 player-hit-by-weapon
- 1.58 player-laser-hit
- 1.59 player-laser-miss
- 1.60 player-launch-from-station
- 1.61 player-scrape-damage
- 1.62 save-overwrite-no
- 1.63 save-overwrite-yes
- 1.64 scoop
- 1.65 sell-commodity
- 1.66 target-lost
- 1.67 target-switched
- 1.68 trumble-idle
- 1.69 trumble-squeal
- 1.70 weapon-overheat
- 1.71 weapons-offline
- 1.72 weapons-online
- 1.73 witch-blocked-by-@
- 1.74 witch-no-fuel
- 1.75 witch-no-fuel
- 1.76 witch-no-target
- 1.77 witch-too-far
- 1.78 witchdrive-failure
- 1.79 witchdrive-malfunction
- 1.80 wormhole-created
- 2 Ideas
- 3 Issues
- 4 Links
Keys
aegis-planet
Triggered when player enters the planets aegis. Unused by Oolite itself.
aegis-station
Triggered when player enters the stations aegis. Unused by Oolite itself.
alert-condition-red
autopilot-cannot-dock-with-target
autopilot-denied
Station refuses docking clearance.
autopilot-off
autopilot-on
autopilot-out-of-range
buy-commodity
buy-ship
cargo-jettisoned
changed-option
Player made a change on options screen.
cloaking-device-insufficent-energy
cloaking-device-off
cloaking-device-on
contract-accepted
contract-rejected
could-not-buy-commodity
could-not-buy-ship
could-not-sell-commodity
dismissed-mission-screen
No way to differentiate between mission options
dismissed-report-screen
energy-bomb-fired
energy-low
Energy below 25% - may occur repeatedly. Unused by Oolite itself.
escape-pod-scooped
Unused by Oolite itself.
fuel-leak
galactic-hyperspace-countdown-begun
game-over
hold-full
hostile-warning
hyperspace-countdown-aborted
hyperspace-countdown-begun
ident-locked-on
Ident targeted ship
ident-off
Turned off ident
ident-on
Turned on ident
incoming-missile
Help, help, they're shooting at us
jump-mass-locked
Target memory expansion could not be used
Attempt to go past end of a menu. Unused by Oolite itself.
mine-armed
mine-launched
Unused by Oolite itself.
missile-armed
missile-launched
missile-locked-on
missile-safe
next-equipment-selected
next-missile-selected
no-target-in-memory
player-direct-hit
Hit by weapon while shield down (player-hit-by-weapon and player-direct-hit play at once).
player-dock-with-station
player-exit-witchspace
player-fired-ecm
player-hit-by-ecm
player-hit-by-weapon
Hit by weapon.
player-laser-hit
player-laser-miss
player-launch-from-station
player-scrape-damage
Touched another ship (or docking bay).
save-overwrite-no
Player selects Cancel on "are you sure you want to overwrite?" alert on save screen.
save-overwrite-yes
Player selects Overwrite on "are you sure you want to overwrite?" alert on save screen.
scoop
sell-commodity
target-lost
target-switched
Target memory expansion used successfully.
trumble-idle
trumble-squeal
weapon-overheat
Unused by Oolite itself.
weapons-offline
weapons-online
witch-blocked-by-@
witch-no-fuel
witch-no-fuel
witch-no-target
witch-too-far
witchdrive-failure
Jump failed, internal damage (1/8 witchjump malfunctions; other 1/8 is fuel leak, see fuel-leak).
witchdrive-malfunction
Misjump (3/4 witchjump malfunctions).
wormhole-created
Unused by Oolite itself.
Ideas
Sounds for specific ships
- It would be lovely to see the first really complete oxp ship. That means:
- own 3d model
- own textures
- own shaders
- own hud
- own sound set.
for complete immersion. (https://bb.oolite.space/viewtopic.php?p=114395#p114395 PAGroove 2010)
- A Krait could sound pretty different from a Python... .-)
- The only thing you need is 3 soundfiles and then a small modification on your shipdata.plist:
- script_info = {"engine" = "myengine.ogg"; "engineUp" = "myengineUp.ogg"; "engineDown" = "myengineDown.ogg";};
- engine is the basic mumbling sound, the other are for accelerating and decelerating (Svengali 2010 - a few posts down from the above)
Chatter on the SpaceLanes
Well, there's a lot of possibilities for radio chatter, especially recorded in the voices of different community members..
- "Hey! Anybody want to buy a trumble? They're cute, cuddly and soooooper cheap for a limited time only!"
- "Keep your trumbles to yourself, buddy."
- "Yeah, nobody wants to hear about your trumbles."
- <singing> "Oh, pack up your trumbles in your old kit pack and smile, smile, smiiiiiile."
.. but these might be more fun as random bits one hears when heading along the spacelane, mixed kinda low with some static to make them sound like distant signals of ships somewhere outside scanner or visual contact range. (Ganelon, 2010 - followed by three more dialogue ideas)
Issues
- There are a number of things which can interfere with the timing
- Pausing the game:
- Cody: Something I’ve noticed… the BGS background sounds continue when the game is paused.
- This includes the injector rumble and the hyperspace countdown (which puts the countdown out of step).
- Svengali: As the hyperspace countdown is defined in customsounds.plist, there's not much we can do. The only chance would be to create single sounds for the last five seconds and only keep a background layer in customsounds.plist. But as the BGS oxp is intended to be available as single packs too (customsounds, images and scriptcontrolled ambient/fx) it is no option. (At this time BGS was a suite of 3 OXPs).
- The other thing is the engine stuff. This is script controlled and to stop these sounds when the game gets paused would require to store the game clock and compare against the stored value. I'm a bit worried about adding additional checks as the script already needs quite a few milliseconds to run. I've spent a whole while in speeding it up, so it doesn't hit the timelimiter in Oolite anymore. And I'm also not sure what happens when the sounds are restarted then (gap? would be nasty.). (All from 2010)
- Ahruman: (This is doable in javascript).
- I pointed out quite some time ago that a fixed countdown sound does not work properly and never will. There are several reasons: pausing, the Time Acceleration Factor, and the fact that ships can have custom countdown periods spring to mind. The only way to get a countdown that sounds right is to set up a timer in response to the playerStartedJumpCountdown(time) event and play each word as a separate sound.
- Mission Screens (see the old 2010 discussion here).
Links
- Split: Sound Effects (2015-18) has a post by cim on new possibilities for sounds since the v.1.80 upgrade to the OpenAL sound library.
- See Sound effect OXPs (2015) for a discussion of issues with programming sounds in Oolite.
- Random Sound Selection (2009) for details of how to enable this