The sound directory structure would then be
Sound.ocg
|-Animals.ocg
|---Chippie.ocg
|---Fish.ocg
|---Monster.ocg
|---Puka.ocg
|---Wipf.ocg
|---Zap.ocg
|-Buildings.ocg
|---Chest.ocg
|---Elevator.ocg
|---Furnace.ocg
|---StoneGate.ocg
|-Clonk.ocg
|---Action.ocg
|-----Dig.ocg
|---Movement.ocg
|---Verbal.ocg
|-Environment.ocg
|---Disasters.ocg
|---Tree.ocg
|-Fire.ocg
|-Hits.ocg
|---Materials.ocg
|-----Glass.ocg
|-----Metal.ocg
|-----Rock.ocg
|-----Wood.ocg
|-Liquids.ocg
|-Objects.ocg
|---Arrow.ocg
|---Balloon.ocg
|---Boompack.ocg
|---Pickaxe.ocg
|---Plane.ocg
|---WallKit.ocg
|---Weapons.ocg
|-----Bow.ocg
|-----Javelin.ocg
|-----Musket.ocg
|-----Shield.ocg
|---Windbag.ocg
|-UI.ocg
This would mean that we would need longer paths to play sounds, such as:
Sound("Objects::Windbag::ChargeStop");
Sound("Objects::Weapons::Javelin::Draw");
Sound("Hits::GeneralHit?");
Sound("Hits::Materials::Glass::GlassHit?");
Sound("Objects::Weapons::Bow::Shoot?");
etc...
I would use the attached file for moving/fixing the sounds plus some minor manual work.
If you have any opinions on this, now would be the time for them.
I hereby license the file git_rename.sh under the CC-BY license
Would
Sound("Munch1")
play Clonk::Actions::Munch1
or Animals::Fish::Munch1
?
>Would Sound("Munch1") play Clonk::Actions::Munch1 or Animals::Fish::Munch1?
There is only one Munch1 sound, that's what I would expect. We don't have thousands of sounds so that we have problems with finding unique names. Edit: MunchFish1 and Munch1 are easy.
I would never come up with the idea to write CreateObject(Vegetation::Trees::Coniferous) when we have endless possibilities for unique IDs.
>We don't have thousands of sounds so that we have problems with finding unique names. Edit: MunchFish1 and Munch1 are easy.
Yeah, either ClonkMuch.wav and FishMunch.wav or Fish::Munch and Clonk::Munch. That's not really a difference. Only that the new solution allows you to also FIND the sound on your harddrive.
The question is just how deeply you want to nest those categories.
>I would never come up with the idea to write CreateObject(Vegetation::Trees::Coniferous) when we have endless possibilities for unique IDs.
You actually have to write Tree_Coniferous. Or GUI_InteractionMenu. Or Library_ClonkControl.
I don't get the point. We have been doing that since 2010 or so.
>You actually have to write Tree_Coniferous. Or GUI_InteractionMenu. Or Library_ClonkControl.
>I don't get the point. We have been doing that since 2010 or so.
I only tried to transfer the style of the sounds to the IDs. Of course, I know the IDs of the trees but it is easy to forget that the trees are in a separate "Trees" folder and not directly in the "Vegetation" folder. However, my point is that I rather remember a slightly longer name than a slightly shorter name plus the path. Only my opinion.
The names are a bit longer due to the path but would have also gotten very long without the folders, for example AnimalPukaHurt1 - not quite short either.
Speaking of the Puka, what about the following situation:
The puka is an electric animal which is using an electric sound of the accumulator when attacking with little shocks. If you want to look at the .ogg sound, you search in Animals/Puka but there are maybe no sounds...
The wizard tower in CR used something like Sound("Electric"); when absorbing crystals. I have no clue where else that electric sound got used but it had completely different use-cases.
>I see your point and I hope it will help. Still PukaHurt1 is okay imo.
Yes, this works fine. But if the category is left out everywhere we will have a mess again :)
Well I'm not saying the system is perfect - but it's a start. We can tweak it, for example remove folders that don't have many sounds for now. So Tree::Crack would be TreeCrack again.
>Speaking of the Puka, what about the following situation:
You could see in the animal script where it was taken from. So it would not be a big deal, the only question would be where best to put a sound like that, and that probably would be environment folder.
I also noticed that we try to play some sounds we never had (line break, error, ...).
>I also noticed that we try to play some sounds we never had (line break, error, ...).
What else? - I can put them on the sound list. I actually did one error sound, not sure if it fits though.
2. The button-down-sound is currently ArrowHit, which is a bit too loud and complex in my opinion. It should be shorter and less loud than the click sound played when you release the button.
3. Some sound for acid corroding materials such as earth. It's currently like CR, but I think it could sound better; maybe using multiple sounds.
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