We probably need to add some basic module/class we can call from our code client side that triggers any of our custom sound effects when we are ready to use them.
Sound effects are currently setup as sound block audio - not sure if this is compatible with calling client audio - the definition may need to be tweaked.
At the moment we have two events requiring implementation:
[x] 1: Trade zone detected. This should probably trigger for any player near an [economy] LCD when a trade zone "triggers" the screen to show prices OR if the hud is enabled and the option for display current trade zone is enabled.
[x] 2: Initialising HUD. Only plays on typing /hud on. Could also play on connect when the economy loaded text shows if we really wanted to be fancy.
Future events requiring sound triggers -
Game I think already has a "mission complete" sound, and possibly a "mission available" sound we can probably use those. Otherwise we need to make some. Either way it probably needs a way to trigger too.
We probably need to add some basic module/class we can call from our code client side that triggers any of our custom sound effects when we are ready to use them.
Sound effects are currently setup as sound block audio - not sure if this is compatible with calling client audio - the definition may need to be tweaked.
At the moment we have two events requiring implementation:
Future events requiring sound triggers - Game I think already has a "mission complete" sound, and possibly a "mission available" sound we can probably use those. Otherwise we need to make some. Either way it probably needs a way to trigger too.