-
Notifications
You must be signed in to change notification settings - Fork 11
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Make defining sound_event json files optional #117
Comments
I will consider this during the sound event overhaul (#95). This might make resource handling more complicated though (passing sound files directly instead of sound events means that all class configs will have to check whether it's a sound or an event; on the other hand, specifying deliberately nonexistent sound event files might be too unintuitive). ResourceManagers may be able to create sound events on the fly when a path to the sound file is passed in a |
I'm closing this since with ff71f34 sounds can be placed in any directory so we can't assume that they will be present in the /sounds folder. |
Reopening since providing a path to a sound file whenever a Sound Event is expected should generate an implicit Sound Event to avoid creating unnecessary boilerplate Sound Event files of which the only purpose is to exist - as a QoL for modders so that they need to change/create one file less. |
Currently, sounds are specified via
sound_event
, however, most if not all of the time it only containspath
containing the sound file of the same name.When the game plays a sound event that is not defined, it should try to play the sound file of the same name using the default parameters.
Example:
/sound_events/sound1.json
is specified in UIIf
sound_events/sound1.json
is not present, it should create a newsound_event
with the following info:If the game cannot find the sound, then path will not be included.
If the game can find the sound, and detects it is stereo,
flat
will be set to true.The text was updated successfully, but these errors were encountered: