Skip to content
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

Support for frequencymultiplier in character sounds #15082

Open
wants to merge 1 commit into
base: master
Choose a base branch
from

Conversation

TheNinjaScout
Copy link

@TheNinjaScout TheNinjaScout commented Nov 6, 2024

Allows "frequencymultiplier" to have an effect on character sounds (idle,attack,damage,die,happy,unhappy)

The error that happens when the frequency value of a sound goes out of range now also states what the minimum and maximum acceptable values are.

Demonstration: https://youtu.be/fJ1g85Ce0Hg

(For the demonstration video, I edited all the crawlers' sounds to include a notable frequency multiplier)

  <sound file="Content/Characters/Crawler/CRAWLER_attack1.ogg" state="Attack" range="2000" volume="1" frequencymultiplier="0.26,1.8"/>
  <sound file="Content/Characters/Crawler/CRAWLER_attack2.ogg" state="Attack" range="2000" volume="1" frequencymultiplier="0.26,1.8"/>
  <sound file="Content/Characters/Crawler/CRAWLER_attack3.ogg" state="Attack" range="2000" volume="1" frequencymultiplier="0.26,1.8"/>
  <sound file="Content/Characters/Crawler/CRAWLER_attack4.ogg" state="Attack" range="2000" volume="1" frequencymultiplier="0.26,1.8"/>
  <sound file="Content/Characters/Crawler/CRAWLER_idle1.ogg" state="Idle" range="1000" volume="1" frequencymultiplier="0.26,1.8"/>
  <sound file="Content/Characters/Crawler/CRAWLER_idle2.ogg" state="Idle" range="1000" volume="1" frequencymultiplier="0.26,1.8"/>
  <sound file="Content/Characters/Crawler/CRAWLER_idle3.ogg" state="Idle" range="1000" volume="1" frequencymultiplier="0.26,1.8"/>
  <sound file="Content/Characters/Crawler/CRAWLER_death1.ogg" state="Die" range="2000" volume="1" frequencymultiplier="0.26,1.8"/>
  <sound file="Content/Characters/Crawler/CRAWLER_death2.ogg" state="Die" range="2000" volume="1" frequencymultiplier="0.26,1.8"/>
  <sound file="Content/Characters/Crawler/CRAWLER_damage1.ogg" state="Damage" range="2000" volume="1" frequencymultiplier="0.26,1.8"/>
  <sound file="Content/Characters/Crawler/CRAWLER_damage2.ogg" state="Damage" range="2000" volume="1" frequencymultiplier="0.26,1.8"/>
  <sound file="Content/Characters/Crawler/CRAWLER_damage3.ogg" state="Damage" range="2000" volume="1" frequencymultiplier="0.26,1.8"/>

Allows "frequencymultiplier" to have an effect on character sounds (idle,attack,damage,die,happy,unhappy)

The error that happens when the frequency value of a sound goes out of range now also states what the minimum and maximum acceptable values are.
@SomeRandomNoobKekeke
Copy link

You mean sound pitch?

@TheNinjaScout
Copy link
Author

TheNinjaScout commented Nov 6, 2024

You mean sound pitch?

Yes

As of right now, sounds placed in status effects accept a parameter called "frequencymultiplier" which lets you write two numbers to specifiy the minimum and maximum pitch that the sound can randomly have (Or just one number to set the pitch to something other than default without making it random, like frequencymultiplier="0.8"). You can use frequencymultiplier to, for example, add some subtle pitch variation to make a sound less repetitive each time it plays by setting a value like frequencymultiplier="0.95,1.05"

This PR extends that functionality to character specific sounds (which are defined differently than status effect sounds and currently don't use frequencymultiplier parameter at all)

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

2 participants