daid / daid/EmptyEpsilon

[feature request: edited] Ability to add audio to event or state

Open
#996 1 comment 0 reactions 0 assignees View on GitHub

Nobody has claimed this yet.

Dominant language
Lua
Stars
869
Forks
222
Avg merge
18h 33m
Merged PRs (30d)
1

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.

  1. 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.
  2. Ability/potential for ALL events and states to play an audio file.(kind of the same as 1. above)
  3. Ability to easily customize (change/replace) audio files that are currently in the game. (possibly in a unique folder/directory)
  4. 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

No contributing guide indexed for this repository

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. 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

Get new issues in your inbox

A short digest of beginner-friendly GitHub issues.