Open nickjanssen opened 11 years ago
I made a start with this some weeks ago, this is indeed the way I would implement this
what if there was a more specific way of doing it, instead of supporting completely generic, require a monster to have a manifest file attached in the DB, then the sound system loads the sounds specifically based on that monster's manifest. they could still share sounds, but instead of us hard coding them in the code or being completely generic, we just create a file to go along with it.
Sounds like a plan too :)
@Quistard
Would work the following:
in the npcs folder, add a folder with the name of the NPC in lowercase. For instance:
npcs/ironbane/ npcs/green slime/
I will define generic sound points for each monster. For instance: spawn, die, attack, gethit
You could then add these sounds in the FTP for each monster, like this:
npcs/green slime/spawn.wav npcs/green slime/die.wav npcs/green slime/attack.wav
Also you can upload multiple versions of the same sound, if you would like them to be played randomly. Just add the number at the end, like this:
npcs/green slime/spawn1.wav npcs/green slime/spawn2.wav npcs/green slime/die1.wav npcs/green slime/die2.wav npcs/green slime/attack1.wav npcs/green slime/attack2.wav npcs/green slime/attack3.wav
I will also think of a system where these sounds can be loaded dynamically, when an NPC is in sight for instance. Then these sounds could be automatically loaded.