[feature request: edited] Ability to add audio to event or state
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- Dominant language
- Lua
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Description
I am leaving my original request here only for reference. I realized that I was approaching this the wrong way and thus the revised request.
- Ability to link an audio file to a game event or state that currently does not have audio associated with it (Red Alert as but one example). This is the basic issue that I wish to resolve. Any other elements can be worked around.
- Ability/potential for ALL events and states to play an audio file.(kind of the same as 1. above)
- Ability to easily customize (change/replace) audio files that are currently in the game. (possibly in a unique folder/directory)
- Concept approach; create a user customizable variable (via .config) to the audio file path reference or library call function.
===================================================================================[original request]
I do not know if this is possible or even feasible but I appreciate your indulgence.
Is it possible to link a WAV/OGG, that resides on the server PC, to a DMX operation and have that sound file played through the server PC audio?
Ideally this could be done in the hardware.ini or possibly a separate .ini/.config. The sound files could use the /sfx folder in the /resources directory or something else (/resources/sfx/custom, resources/dmx, etc)
A DMX triggered sound should take precedence over a stock game sound if one exists for a particular event.
An example might look like this:
[state]
condition = RedAlert ............................... # When red alert our small warning spot is red.
target = warningLight
value = 1, 1, 0, 0, 0, 0, 0 ...........................# max intensity, red color
playsound = redalert.wav....................# plays (loops) redalert.wav until condition changes
or
playsound = resources/sfx/dmx/redalert.wav
This would add a significant amount of capability to immersive bridge/dmx setups.
Contributor guide
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reading the existing hardware.ini and related .ini/config handling, then inspect how game events and states trigger sounds. The request mentions /resources/sfx, custom audio paths, and DMX-triggered playback. Done would mean a documented, configurable way to associate custom audio with events or states while defining the behavior when stock sounds already exist.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- lua
- Domain
- game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100