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[WIP] Forge Sound System

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Re: [WIP] Forge Sound System

Postby Chris H. » 12 Nov 2012, 12:37

Agetian wrote:If I were to link the sound system to the code, where would I look for the best locations in code for, for instance, linking a sound to tapping/untapping cards, playing different types of cards, etc.?
 
Thank you for taking this on.

I you/someone can find a sound for shuffling a deck of cards it looks like the sound call can be placed in the forge.game.player.Player.shuffle() method.
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Re: [WIP] Forge Sound System

Postby Agetian » 12 Nov 2012, 15:28

It's my pleasure! I'm very close to actually activating the sound system, too, I'm looking for potential linking places in the Forge code for different sounds. :) Thanks for the tip!

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Re: [WIP] Forge Sound System

Postby Chris H. » 12 Nov 2012, 15:51

Agetian wrote:It's my pleasure! I'm very close to actually activating the sound system, too, I'm looking for potential linking places in the Forge code for different sounds. :) Thanks for the tip!
 
Here are a couple for you to investigate:

forge.Card.tap()

forge.Card.untap()
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Re: [WIP] Forge Sound System

Postby Chris H. » 12 Nov 2012, 16:02

And I may have found another one:

forge.game.GameNew.seeWhoPlaysFirstDice()
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Re: [WIP] Forge Sound System

Postby Agetian » 12 Nov 2012, 16:22

Nice! Linked these ones, will add a couple more and commit.

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Re: [WIP] Forge Sound System

Postby Agetian » 12 Nov 2012, 16:39

OK, I committed the initial activation for the Forge Sound System.

Several basic sounds are linked to the code now and will be enabled when "Enable Sounds" option is checked in the preferences. No sound files are included with this commit and must be submitted separately.

Currently supported sound effects are: Draw (draw a card), EndOfTurn (end of turn), FlipCoin (when the match starts), LoseDuel (the duel is lost), Shuffle (cards are shuffled), Tap (card is tapped), Untap (card is untapped), WinDuel (the duel is won). Feel free to provide public domain sounds for the sound system. Default location and file names for sounds are declared in forge.sound.Sounds.

Also, if I misplaced some of the sound activation code, feel free to move it around as necessary.
More to follow soon.

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Re: [WIP] Forge Sound System

Postby moomarc » 12 Nov 2012, 18:46

If you upload the files here for me, I'll upload to cardforge and create a url list similar to what's used for tokens etc. Then we just need to hook up a new button in the content downloaders. This way we don't have to bloat Forge further with content that some users won't want (although I think that was your plan already).

One small comment on the sounds you've listed so far: the game starts with 20-sided dice rolls now instead of a coin flip, but the sound could still be kept for clashing I guess.
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Re: [WIP] Forge Sound System

Postby friarsol » 12 Nov 2012, 18:53

moomarc wrote:One small comment on the sounds you've listed so far: the game starts with 20-sided dice rolls now instead of a coin flip, but the sound could still be kept for clashing I guess.
Actually not really. It just kinda chooses who goes first and says that. I think Max got rid of the die rolls during one of his refactors.
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Re: [WIP] Forge Sound System

Postby Agetian » 12 Nov 2012, 18:53

moomarc wrote:If you upload the files here for me, I'll upload to cardforge and create a url list similar to what's used for tokens etc. Then we just need to hook up a new button in the content downloaders. This way we don't have to bloat Forge further with content that some users won't want (although I think that was your plan already).
Sure thing, that sounds like a good idea! Currently I don't have any files though, someone needs to come up with a public domain sound set or something like that... at home I'm playing with Shandalar sounds but those would be illegal to put up for download... :\

moomarc wrote:One small comment on the sounds you've listed so far: the game starts with 20-sided dice rolls now instead of a coin flip, but the sound could still be kept for clashing I guess.
Hmm, interestingly enough for me the game shows "You've won the coin flip" during the beginning of the game... I remember there used to be a time when a d20 roll was utilized, but I think it was changed back to the coin flip, if I'm not mistaken?..

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Last edited by Agetian on 12 Nov 2012, 18:57, edited 1 time in total.
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Re: [WIP] Forge Sound System

Postby friarsol » 12 Nov 2012, 18:56

Agetian wrote:Sure thing, that sounds like a good idea! Currently I don't have any files though, someone needs to come up with a public domain sound set or something like that... at home I'm playing with Shandalar sounds but those would be illegal to put up for download... :\
Something like this should be fine: http://www.freesound.org/browse/ We just need to pick a few that we like and name them appropriately.
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Re: [WIP] Forge Sound System

Postby Foreroes » 12 Nov 2012, 19:27

Well, I think a lot of people (and myself) will be glad with this! In fact I suggested I little sound would be good for Forge, the key here is to add an option to activate/deactivate it so everybody will be happy. I hope it won't cause any problem, since I was told someone tried in the past and it was quite problematic (and coding always is). Anyway I'll check it for bugs in order to help.
Good luck and thank you
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Re: [WIP] Forge Sound System

Postby moomarc » 12 Nov 2012, 19:30

friarsol wrote:
moomarc wrote:One small comment on the sounds you've listed so far: the game starts with 20-sided dice rolls now instead of a coin flip, but the sound could still be kept for clashing I guess.
Actually not really. It just kinda chooses who goes first and says that. I think Max got rid of the die rolls during one of his refactors.
Oops. Missed the change 8-[
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Re: [WIP] Forge Sound System

Postby Sloth » 12 Nov 2012, 19:36

Agetian wrote:Sure thing, that sounds like a good idea! Currently I don't have any files though, someone needs to come up with a public domain sound set or something like that... at home I'm playing with Shandalar sounds but those would be illegal to put up for download... :\
Just testing with Shandalar sounds as well and it works flawlessly so far. Good work Agetian. =D>
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Re: [WIP] Forge Sound System

Postby Diogenes » 12 Nov 2012, 20:42

Oh man, I was about to post, had to run get some more moving boxes, and when I come back the tiny little detail I was going to go into came up. :P <Ninja'd by *everyone*>

Anyway, I was just going to say that it might be worth sticking with the opening coin-flip instead of moving back to a die-roll, in case that came up. I happened to find a stack of tokens from the WotC game center with some of my old stuff, and while there are plenty of mtg themed life counters that can be used as d20s, I don't think there's ever been an official coin. Anyway, I'm not a scanning pro (and both my scanner and multifunction are boxed up right now) so if anyone thinks it would be nifty to have a themed coin image, I'm willing to mail one / drive one over (don't know how common they are anymore, but I wasn't able to find a good image online.)
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Re: [WIP] Forge Sound System

Postby Xitax » 13 Nov 2012, 02:03

Sloth wrote:
Agetian wrote:Sure thing, that sounds like a good idea! Currently I don't have any files though, someone needs to come up with a public domain sound set or something like that... at home I'm playing with Shandalar sounds but those would be illegal to put up for download... :\
Just testing with Shandalar sounds as well and it works flawlessly so far. Good work Agetian. =D>
Shandalar sounds would be perfect. Good grief, though, you distribute card images, so what's the big deal with sounds from an abandoned old game?
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