BZW Sound Block
BZW Sound Block
Can you guys ("You Guys" being the brilliant C++ coders behind this entire game) add a BZW sound block that plays a sound ONLY when you go to a certain position? Like a WAV file, maybe?
Keeping Latin alive in 2766 AUC.
- Spazzy McGee
- Sergeant Major
- Posts: 1405
- Joined: Mon Mar 21, 2005 4:59 pm
- Location: Planet MoFo, Sheffield Division; United Kingdom
I think there has been brief talk of this before. I think allowing of downloading short wav files into the game, similar to how we currently get images off a 'reputable' server, would be ideal. That way you can regulate the size and license of sounds.
It can currently be done with a plugin using the sounds that already come with the game. IIRC, PlayHistoryTracker has commented lines that call the spree*.wav files. Trouble is, I think it might crash clients earlier than 2.0.4, so nobody ever runs it.
I agree, perhaps adding a 'playsound' option to the zone object would be nice. One thing I would love to see added to the zone object is message sending when you enter a zone. It might be one down from playing sounds, but it could be useful.
It can currently be done with a plugin using the sounds that already come with the game. IIRC, PlayHistoryTracker has commented lines that call the spree*.wav files. Trouble is, I think it might crash clients earlier than 2.0.4, so nobody ever runs it.
I agree, perhaps adding a 'playsound' option to the zone object would be nice. One thing I would love to see added to the zone object is message sending when you enter a zone. It might be one down from playing sounds, but it could be useful.
"Life is what happens to you while you're busy making other plans." - John Lennon
There is a function to play a sound effect in the plug-in API:
You could use the logic from the wwzones plug-in to play a sound instead of firing a world weapon. Although I think you are limited to sounds local to the client.
Code: Select all
// custom client sounds
bool bz_sendPlayCustomLocalSound ( int playerID, const char* soundName );