Feature Creep / PLEASE more than 2 sounds per entity

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Teabone
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Posted: 31st Jan 2016 22:01 Edited at: 31st Jan 2016 22:46
I desperately need the ability to assign more than 2 sound files per entity. I'm working on creature characters and I'm incredibly limited on sounds they make due to this. Because they are independent entities I cannot use methods that require other entities on screen to emit the rest of their sounds. I need all sounds to be inclusive.

WHY are we limited to only 2 sound files? This was not the case in FPSC Classic.
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HarryWever
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Posted: 1st Feb 2016 20:57
well i vote also for that.
two is indeed not much, esspecialy when you create creatures

Harry
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Moshroom
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Posted: 4th Feb 2016 22:02
This could be combined with this: https://forum.game-guru.com/thread/213405

Simply add a possibility to add more anything to the entity properties table. Sound, variables, text, etc. and all should be accessible from LUA.
Teabone
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Posted: 6th Feb 2016 20:38 Edited at: 27th Feb 2016 02:12
FPSCx9 did not have this limitation and i fear I will have to wait years for this.
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rolfy
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Posted: 6th Feb 2016 21:49 Edited at: 7th Feb 2016 00:46
As I remember it you only had two sound slots in fpe for Classic as well, isn't it possible to script additional sounds with a path ?

These functions already exist in the global.lua.

function SetCharacterSound(e,str)
SendMessageS("setcharactersound",e,str);
end
function PlayCharacterSound(e,str)
SendMessageS("playcharactersound",e,str);
end

I am not sure that the string couldn't include the full path, worth a try....

SetCharacterSound(e,"soundbank\mysound\sound.wav")
PlayCharacterSound(e,"soundbank\mysound\sound.wav")

Edit* scratch that looks like all paths are hard coded for character sounds which don't have the extra fpe field, for example you can change two sounds for your characters but stuck with the 'ondeath' which means a wimpy death for any 'creatures' or such. I only had a little time to look into this so maybe there is a way around it but for a later time. Would be better if fixed though as a priority since any animals on dying don't want to be using a human 'groan' or yelling for help unless it's a Disney movie lol.

Since characters are being uploaded to the store this really should be a priority fix.
smallg
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Posted: 7th Feb 2016 00:52
lee talked about adding a LoadSound(str) command to the LUA code so we can just load a sound as we go but honestly while i like the idea i dont think it fits the "easy" aim of GG. it would be much better to use the properties and fpe to handle storing/loading the sounds and such as moshroom suggested.

sure you can argue that you'll need to use a script to play the sound anyway so why not just add the extra line? but it's still a lot easier to change 1 number (sound number reference) compared to the path for the sound location.
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Uman
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Posted: 7th Feb 2016 16:57
Like many things in an easy creator or any engine for that matter you should be able to edit/add/change an entities properties or other objects properties from within the editor interface alone and ideally everything should be done there and scripts updated from there - automatically wherever possible by users having the options available as choices in drop downs or whatever. You of course need an advanced system for such as with pro software/high end engines/editors.

GG is by comparison very hard to use and is not easy at all in such ways for non programmers without resort to seeking much help often rather than being able to do it themselves in an intuitive interface and that has access to more things internally easily available.
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Teabone
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Posted: 21st Feb 2016 19:22 Edited at: 21st Feb 2016 19:26
I'm having a hard time making vocal dialogue due to this limitation. Its annoying bouncing entities to emit those extra sound files.

In FPSCx9 it was as easy as this one line of code:

sound=audiobank\teabone\animals\chicken_idle1.wav

Worked fine and you could have way more variety of sounds for your characters and interactive objects. I desperately need this in Game-Guru. Desperately.
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Belidos
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Posted: 25th Feb 2016 16:42
here, here, more sounds per entity please, preferably unlimited but just more will do
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