Difference between revisions of "Customsounds.plist"

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(Updating BB links)
(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 ==

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

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

menu-navigation-down

menu-navigation-not

Attempt to go past end of a menu. Unused by Oolite itself.

menu-navigation-up

menu-next-page

menu-previous-page

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