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When you open building info window than code try to get wav file buy specific key. So tax collector will found
wav/taxfar.wav from table and send this file to sound system to play. Also when you move camera in city than each building
send event about presents, because it was rendered. Each frame game select new sound to play, but not often than 1 time in 2 seconds
So another sound organized with same style, but walker sounds also splitted by reaction key
Citizen analyze what happens in city and talk about with specific key.
Mission sounds
we have basic 38 missions in game, and sounds for them placed in
mission voice have format "Voice/Mission/2XX_mission.mp3"
scripts/mission_sound.js
for (var i = 0; i < 38; i++) {
mission_sounds[i] = {
mission: i,
briefing: _format("Voice/Mission/{0}_mission.mp3", (i + 200).toString()),
victory: _format("Voice/Mission/{0}_victory.mp3", (i + 200).toString())
}
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I started rework for sound system in game
It used absolte filenames for buildings/walker and other sound
Now it based on configs in json style and keys in code,
forexample it is part of config for buildings,
scripts/building_sounds.js
building_sounds = [
{ type: "tax_collector", sound: "wavs/taxfarm.wav"},
{ type: "palace", sound: "wavs/palace.wav"},
{ type: "garden", sound: "wavs/park1.wav"},
{ type: "plaza", sound: "wavs/FANFARE1.wav"},
{ type: "statue", sound: "wavs/statue1.wav"},
{ type: "barley_farm", sound: "wavs/barleyfarm.wav"},
When you open building info window than code try to get wav file buy specific key. So tax collector will found
wav/taxfar.wav from table and send this file to sound system to play. Also when you move camera in city than each building
send event about presents, because it was rendered. Each frame game select new sound to play, but not often than 1 time in 2 seconds
So another sound organized with same style, but walker sounds also splitted by reaction key
Citizen analyze what happens in city and talk about with specific key.
scripts/walker_sounds.js
walker_sounds = [
{type: "apothecary_no_threat_malaria_here", sound:"apothecary_e02.wav"},
{type: "apothecary_have_malaria_risk_here", sound:"apothecary_e03.wav"},
{type: "artisan_work_my_tools_need_for_monument", sound:"artisan_e01.wav"},
{type: "artisan_work_i_write_history_of_egypt", sound:"artisan_e02.wav"},
{type: "barge_have_no_place_for_dock", sound:"barge_e01.wav"},
{type: "barge_docked_wait_for_dockpushers", sound:"barge_e02.wav"},
{type: "barge_city_not_trades", sound:"barge_e03.wav"},
{type: "barge_i_like_to_trage", sound:"barge_e04.wav"},
{type: "barge_amazing_trades", sound:"barge_e05.wav"},
{type: "brick_time_to_put_bricks", sound:"brick_e01.wav"},
Mission sounds
we have basic 38 missions in game, and sounds for them placed in
mission voice have format "Voice/Mission/2XX_mission.mp3"
scripts/mission_sound.js
for (var i = 0; i < 38; i++) {
mission_sounds[i] = {
mission: i,
briefing: _format("Voice/Mission/{0}_mission.mp3", (i + 200).toString()),
victory: _format("Voice/Mission/{0}_victory.mp3", (i + 200).toString())
}
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