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 Post subject: zMUD SK Sound Protocol
PostPosted: Sat Jan 26, 2013 5:48 am 
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Joined: Sat May 24, 2008 11:20 pm
Posts: 2107
Location: Edmonton, Alberta
Thanks to the Mud with SOUND thread, decided to start making a customizable sound profile for SK! For it to work, you have to make a "Sounds" folder in the "ShatteredKingdoms" sub-directory.
All sounds I use will be added here as used.

The customizable part is that all the sound file names I plan to give standardized names, so if you don't like one you can simply replace it with your own of the same name.

Currently it is in the bare basics phase, this is the working script I have as of five minutes ago:

Code:
#CLASS {SK Sound Protocol} {enable}
#TRIGGER {Welcome to Shattered Kingdoms.} {#PLAY WELCOME.wav}
#TRIGGER {You learn from your mistakes} {#PLAY SKILL_UP.wav}
#TRIGGER {You have become better} {#PLAY SKILL_UP.wav}
#REGEX {.*\[Scores\].*} {#PLAY INFO_DING.wav}
#REGEX {.*\[Attributes\].*} {#PLAY INFO_DING.wav}
#TRIGGER {You are hungry.} {#PLAY HUNGER.wav}
#TRIGGER {You are thirsty.} {#PLAY THIRST.wav}
#TRIGGER {You do not feel thirsty.} {#PLAY NO_THIRST.wav}
#TRIGGER {You are no longer hungry.} {#PLAY NO_HUNGER.wav}
#TRIGGER {Alas, all good things must come to an end.} {#PLAY END_GAME.wav}
#CLASS 0

All sounds here!

Anyone who wants to help with this, please feel free to post a zMUD trigger script! I have a good idea what I would like to see with sound, but don't want to miss anything. Any help would be appreciated!

Also of note, zMUD apparently supports MIDI playback! Perhaps SK BGM will be the next project!

EDIT: Updated.


Last edited by the_me on Sun Jan 27, 2013 1:17 pm, edited 2 times in total.

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 Post subject: Re: zMUD SK Sound Protocol
PostPosted: Sat Jan 26, 2013 6:32 am 
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Mortal

Joined: Fri Jul 09, 2004 8:43 am
Posts: 5614
Location: Columbia, South Carolina
SK Character: Pilnor, Surrit, Berr, Rall
If you wanted to play background music, why choose midi? Ewwwww.

Here's a filedropper to the zelda item collect, for skill improves!

http://www.filedropper.com/zeldaitemcollect_1


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 Post subject: Re: zMUD SK Sound Protocol
PostPosted: Sat Jan 26, 2013 6:58 am 
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Joined: Sat May 24, 2008 11:20 pm
Posts: 2107
Location: Edmonton, Alberta
Edoras wrote:
If you wanted to play background music, why choose midi? Ewwwww.

Well, it's the only format I seen listed with built in support, but it did mention being able to play formats supported by the OS. MP3 might work, but from the sound of it no other sound would play until that is done playing. Will have to test that later. Help files say it can play up to 8 8-bit wav files at a time, but anything else only one instance at a time.

Also, not looking for specific sounds (although I'm doing a Link to the Past theme, so will use the equivalent fanfare), but more for the trigger to play it.


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 Post subject: Re: zMUD SK Sound Protocol
PostPosted: Sat Jan 26, 2013 9:23 am 
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Mortal

Joined: Tue Dec 25, 2012 3:54 am
Posts: 606
SK Character: Caric
Cmud is a little more advanced than Zmud when it comes to sound.
Help file on #play command from Cmud.
Plays the specified multimedia file. The file type is determined from the file extension of the filename. Tested formats are WAV, MID, AVI, MP3. If filename refers to a drive (as in D: ), the drive is assumed to point to a CDROM with a musical CD in it. Any file supported by Windows Media Player should work.

Note that CMUD does not pause while the media is playing. Unlike in zMUD, multiple files can be played at the same time.

If your using Zmud try not to pack the sounds too closely together. To avoid this last issue.


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 Post subject: Re: zMUD SK Sound Protocol
PostPosted: Mon Jan 28, 2013 2:14 am 
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Mortal

Joined: Tue Dec 25, 2012 3:54 am
Posts: 606
SK Character: Caric
The sounds either came from a free download effects website or from counterstrike or a simple voice recording of me. Sorry they are not free for distribution I dont believe so I cant really give you the sounds here.

A few attention grabbing sounds I use currently. Bring you back from AFK or alt tabbed.
#trigger {opens.} {#play opendoor.wav.}
#trigger {You hear foot steps nearby.} {#play walk}
#trigger {close the} {closedoor.wav}
#trigger {closes.} {closedoor.wav}

Combat triggers from FinneyOwnzU pack that comes with Cmud modified for sound.


Blind set
#trigger {%1 is blinded by the dirt in {his|her|its} eyes!} {#SAY ">>>>>>> BLIND <<<<<<<";#CO 11
#play sounds/flashbang-1.wav}

#trigger {%1 appears to be blinded.} {#SAY ">>>>>>> BLIND <<<<<<<";#CO 11
#play sounds/flashbang-1.wav}

#trigger {You are blinded!} {#play sounds/flashbang-1.wav}

#trigger {You can see again.} {#play sound/endaffect}


Bash set
#trigger {%1 bash misses and {he|she|it} falls flat on {he|she|it} face.} {#SAY ">>>>>>> MISSED BASH <<<<<<<";#CO 11
sounds/144103__elgronbo__footstepsonmetal-07}

#trigger {%1 slams into %2 and sends %2 sprawling!} {#SAY ">>>>>>> %1 BASHED %2 <<<<<<<";#CO 11
#play /sounds/147660__qubodup__two-karts-bumping-into-each-other}

#trigger {You evade %1 bash and {he|she|it} falls flat on {his|her|its} face.} {#SAY ">>>>>>> MISSED BASH <<<<<<<";#CO 11
#play /sounds/144103__elgronbo__footstepsonmetal-07}

#trigger {You slam into %1 and send {him|her|it} sprawling!} {#SAY ">>>>>>> BASHED <<<<<<<";#CO 11
#play /sounds/147660__qubodup__two-karts-bumping-into-each-other}

#trigger {Your bash misses and you fall flat on your face!} {#SAY ">>>>>>> MISSED BASH <<<<<<<";#CO 11
#play /sounds/144103__elgronbo__footstepsonmetal-07}


Disarm set
#trigger {You disarm %1 and send {his|her|its} weapon flying!} {#SAY ">>>>>>> DISARMED %1 <<<<<<<";#CO 11
#play /sounds/27826__erdie__sword01.wav}

#trigger {%1 disarms %2 and sends {his|her|its} weapon flying!} {#SAY ">>>>>>> %1 DISARMED %2 <<<<<<<";#CO 11
#play /sounds/27826__erdie__sword01.wav}

#trigger {You disarm %1} {#SAY ">>>>>>> DISARMED %1 <<<<<<<";#CO 11
#play /sounds/27826__erdie__sword01.wav}

#trigger {%1 disarms %2!} {#SAY ">>>>>>> %1 DISARMED %2 <<<<<<<";#CO 11
#play /sounds/27826__erdie__sword01.wav}

#trigger {%1 disarms you and sends your weapon flying!} {#SAY ">>>>>>> BACKUP WEAPON ASAP <<<<<<<";#CO 11
#play /sounds/27826__erdie__sword01.wav}

#trigger {%1 disarms you but you secure your weapon.} {#SAY ">>>>>>> WIELD WEAPON <<<<<<<";#CO 11
#play /sounds/27826__erdie__sword01.wav}

Trip set
#trigger {%1 tries to trip %2 but ends up tripping {himself|herself|itself}!} {#SAY ">>>>>>> MISSED TRIP <<<<<<<";#CO 11
#play /sounds/144103__elgronbo__footstepsonmetal-07}

#trigger {%1 trips %2 sending {him|her|it} to the ground.} {#SAY ">>>>>>> %1 TRIPPED %2 <<<<<<<";#CO 11
#play /sounds/147660__qubodup__two-karts-bumping-into-each-other}

#trigger {%1 trips you and you go down!} {#SAY ">>>>>>> TRIPPED <<<<<<<";#CO 11
#play /sounds/147660__qubodup__two-karts-bumping-into-each-other}

#trigger {You trip %1 and {he|she|it} goes down!} {#SAY ">>>>>>> TRIPPED <<<<<<<";#CO 11
#play /sounds/147660__qubodup__two-karts-bumping-into-each-other}

#trigger {You try to trip %1 but end up tripping yourself!} {#SAY ">>>>>>> MISSED TRIP <<<<<<<";#CO 11
#play /sounds/144103__elgronbo__footstepsonmetal-07}


Deafness
#trigger {appears to be deaf.} {#play sounds/deafing}


Last edited by Cordance on Tue Jan 29, 2013 2:23 am, edited 1 time in total.

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 Post subject: Re: zMUD SK Sound Protocol
PostPosted: Mon Jan 28, 2013 2:55 am 
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Mortal

Joined: Tue Dec 25, 2012 3:54 am
Posts: 606
SK Character: Caric
144103__elgronbo__footstepsonmetal-07
http://www.freesound.org/people/elgronbo/sounds/144103/
common use

27826__erdie__sword01.wav
http://www.freesound.org/people/Erdie/sounds/27826/
This work is licensed under the Attribution License.


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 Post subject: Re: zMUD SK Sound Protocol
PostPosted: Sun Feb 03, 2013 7:43 am 
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Joined: Sat May 24, 2008 11:20 pm
Posts: 2107
Location: Edmonton, Alberta
Code:
#CLASS {SK Sound Protocol} {enable}
#REGEX {Welcome to Shattered Kingdoms.} {#PLAY WELCOME.wav}
#REGEX {You learn from your mistakes} {#PLAY SKILL_UP.wav}
#REGEX {Your have become better} {#PLAY SKILL_UP.wav}
#REGEX {You have become better} {#PLAY SKILL_UP.wav}
#REGEX {.*\[Scores\].*} {#PLAY INFO_DING.wav}
#REGEX {.*\[Attributes\].*} {#PLAY INFO_DING.wav}
#REGEX {You are hungry.} {#PLAY HUNGER.wav}
#REGEX {You are thirsty.} {#PLAY THIRST.wav}
#REGEX {You do not feel thirsty.} {#PLAY NO_THIRST.wav}
#REGEX {You are no longer hungry.} {#PLAY NO_HUNGER.wav}
#REGEX {Alas, all good things must come to an end.} {#PLAY END_GAME.wav}
#REGEX {Run away! Run away!} {#PLAY FLEE.wav}
#REGEX {Players found:.*} {#PLAY INFO_DING.wav}
#REGEX {You fade out of existence.} {#PLAY AFFECT_DING.wav}
#REGEX {You start to float.} {#PLAY AFFECT_DING.wav}
#REGEX {Your eyes tingle.} {#PLAY AFFECT_DING.wav}
#REGEX {Your awareness improves.} {#PLAY AFFECT_DING.wav}
#REGEX {You failed.} {#PLAY FAIL.wav}
#REGEX {.*is DEAD!!} {#PLAY KILL.wav}
#CLASS 0

All sounds here!

More updates.


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