Comments (6)
Here's the full list based on my research:
NARRATIO - textscreen narrator
AREA_AMB - main ambients in the songs section; ambients in the ambients section flagged as looping and ignore radius
ACTIONS - open/close doors etc. (confusingly not the ACT_XXX sounds)
SWINGS - SWI_XX sounds; in-CRE soundset ATTACK slot
CASTING - spellcasting voices (BG1: CAS_PXXX, BG2: CHA_XXXX); casting completion sounds in SPL files
GUI - buttons around the UI etc.; inventory and container sounds; some special actions (e.g., Turn Undead, Bard's Song)
DIALOG - voiceovers in dialog; neutral in-CRE soundset slots (e.g., INITIAL_MEETING, SELECT_COMMON)
CHARACT0 - party member 1 (leader) soundset
CHARACT1 - party member 2 soundset
CHARACT2 - party member 3 soundset
CHARACT3 - party member 4 soundset
CHARACT4 - party member 5 soundset
CHARACT5 - party member 6 soundset
MONSTER - 2DA soundsets; hostile in-CRE soundset slots (e.g., BATTLE_CRY)
HITS - HIT_XXX sounds; some special actions (e.g., Hide in Shadows, Detect Traps, Disarm, Lockpick); spell effects using play sound opcode (#174); sounds in VVC files
MISSILE - sounds in PRO files
AMBIENTL - ambients flagged as looping
AMBIENTN - ambients not flagged as looping
WALKINGC - PC footsteps
WALKINGM - NPC/monster footsteps
ARMOR - ARM_XX sounds (tings and twangs as actors in armor move around)
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I've been working on this for a bit. I've got the basic setup working, but I'm not sure when I'll next find time to add the missing stuff.
What's still missing?
- ambients
- PST has an additional parameter REVERB in sndchann.2da
- verification that we actually play all the sounds we do play on the correct channel.; there are quite a few I am not too sure about
- add missing sounds (e.g., I don't think we play anything that's supposed to use ARMOR right now)
Should I rather push now, or wait until more complete?
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If it's already an improvement, I say push it. That loud Magic missile sound is annoying!
Ambients entries are all set to 100, so it's not that important to implement that.
PST also had some special handling of reverb, storing an ID in the songlist area (SongHeader.reverbID). Our EAX implementation does take it into account, but you can see in MapReverb::getReverbProperties that the volume column is not used yet anywhere. I guess volume and this sndchann global adjustment just need to scale the three flGain* values? @MarcelHB any thoughts?
And yes, the armor ones are missing.
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Very nicely done with 72404d8! I've added a todo to the first post, so it will be easier to complete.
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Swings are now implemented. They sometimes don't match the animation, but that's due to the fact that we don't use the combat bitmaps for round timing yet #92.
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Closing; the framework is there and the only missing piece has its own report.
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Related Issues (20)
- BG & OpenAL: Speech handling broken in CharGen in some circumstances HOT 2
- PST: text floats away too fast HOT 3
- Projectiles/Spell effects burning down too fast on higher FPS HOT 7
- Specialist mages saving throw modifiers don't work HOT 2
- LISTENER_HEIGHT increase results in too low volume for soundeffects HOT 6
- Should dialog volume actually be depending on listener position HOT 9
- `CreateItem`/`ci` console cheat command needs better item placement HOT 2
- Skull trap visual bugs HOT 9
- Wrong blending for some damage types HOT 8
- Some blending doesn't look good HOT 13
- Check new pc kit values
- Consider adding pathfinding tests
- BG1/BG2: some class restrictions don't apply for some races HOT 4
- BG2: Segmentation fault fighting some Goblins HOT 28
- Pointing on PCs as action target should also highlight their portrait HOT 3
- Crash in Promenade cutscene HOT 1
- Imoen doesn't dump her inventory in the Promenade - GivePartyAllEquipment HOT 1
- Full expanded UI option HOT 29
- Improve widescreen mod's selected resolution detection HOT 1
- Assertion failed: (delref), function GemRB_RemoveView, with clang on FreeBSD HOT 24
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