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Catch-all custom serverside sound plugin idea


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robotortoise
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Join Date: Nov 2013
Old 03-16-2015 , 22:17   Catch-all custom serverside sound plugin idea
Reply With Quote #1

Custom sounds donn't work for a large percentage of sounds.



What I do on my server is I just make a custom/foldername/scripts folder and put modified sound scripts in there. The problem with THIS technique is that every update that changes a sound you have to update the scripts.



What if you just made a plugin that automatically looked at TF2's /scripts folder, and if the user put a sound modification in /sourcemod/configs/custom_sounds.cfg, the plugin would copy the relevant script from /scripts and modify the file path value of the sound in the script file, and copy the newly-editied script to custom/foldername/scripts.



It would perform this check on every server boot and replace the custom/foldername/scripts if the official scripts were updated.



Am...am I making any sense here? Basically, I want a plugin that will auto-generate a custom/foldername/scripts vo_handmade.txt with custom file paths, as that seems to be the only way that I can get all server-broadcasted sounds to play to clients, but I don't want to have to recreate that file any time Valve updates sounds.



This would make plugins like Say Sounds obsolete.
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friagram
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Old 03-17-2015 , 06:31   Re: Catch-all custom serverside sound plugin idea
Reply With Quote #2

Those sounds are client sided and translated according to the version of the game the client has installed, hence why they are something like event.roundstart....

You could replace some of them, with custom sounds or something, but why not just use a shell script? Sounds like what you may be doing.
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robotortoise
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Old 03-17-2015 , 13:09   Re: Catch-all custom serverside sound plugin idea
Reply With Quote #3

Quote:
Originally Posted by friagram View Post
Those sounds are client sided and translated according to the version of the game the client has installed, hence why they are something like event.roundstart....

You could replace some of them, with custom sounds or something, but why not just use a shell script? Sounds like what you may be doing.
What's a shell script?
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Powerlord
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Old 03-17-2015 , 14:15   Re: Catch-all custom serverside sound plugin idea
Reply With Quote #4

Not sure what you're trying to do here.

Should I point out that SDKTools can read information directly from the game's soundscripts using SDKTools GetGameSoundParams?

Of course, if it has a rndwave section, it returns one of the sounds at random. There was some work done to add a way of fetching an array of every sound, but unfortunately I no longer submit pull requests against the SourceMod core.

Edit: Also, this may only work on soundscripts the game has loaded. This is important for TF2, as game_sounds_vo_mvm.txt isn't loaded by default.
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Last edited by Powerlord; 03-17-2015 at 14:18.
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robotortoise
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Old 03-17-2015 , 18:26   Re: Catch-all custom serverside sound plugin idea
Reply With Quote #5

Quote:
Originally Posted by Powerlord View Post
Not sure what you're trying to do here.

Should I point out that SDKTools can read information directly from the game's soundscripts using SDKTools GetGameSoundParams?

Of course, if it has a rndwave section, it returns one of the sounds at random. There was some work done to add a way of fetching an array of every sound, but unfortunately I no longer submit pull requests against the SourceMod core.

Edit: Also, this may only work on soundscripts the game has loaded. This is important for TF2, as game_sounds_vo_mvm.txt isn't loaded by default.
I'm trying to make an easier way to replace sounds. What I currently do is copy the files from my home copy of TF2 to my desktop, edit the relevant sounds' file paths to redirect to my custom sound folder, save it, and then transfer it to my server under tf2/custom/anyfoldername/scripts/game_sounds_player.txt

I have to do that process for game_sounds_vo.txt, game_sounds_vo_handmade.txt, game_sounds_vo_taunts.txt, etc.

The issue is, when a new TF2 update arrives, I have to start over from scratch if they add new sounds or modify the scripts, and it's a complete pain in the ass.

I want a plugin that you can tell which sounds to replace, and it will scan the sound scripts on each boot and replace the relevant file path with your custom file path. This would save time and effort, and it would be a custom sound solution for all server-side sounds.


Is this feasible?
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friagram
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Old 03-18-2015 , 02:01   Re: Catch-all custom serverside sound plugin idea
Reply With Quote #6

Write a shell script
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robotortoise
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Old 03-18-2015 , 13:23   Re: Catch-all custom serverside sound plugin idea
Reply With Quote #7

Quote:
Originally Posted by friagram View Post
Write a shell script
I don't know what a shell script is. Also, I can't code. The guy who maintains the server might, however.
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How to loop and compress .wav files

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friagram
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Old 03-18-2015 , 14:16   Re: Catch-all custom serverside sound plugin idea
Reply With Quote #8

It's a good thing that humans are capable of reading and learning:
http://www.freeos.com/guides/lsst/

It really depends on exactly what you are trying to do, if it's just some replacement stuff or something you could mabye us something like sed
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Last edited by friagram; 03-18-2015 at 14:18.
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robotortoise
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Old 03-18-2015 , 14:56   Re: Catch-all custom serverside sound plugin idea
Reply With Quote #9

Quote:
Originally Posted by friagram View Post
It's a good thing that humans are capable of reading and learning:
http://www.freeos.com/guides/lsst/

It really depends on exactly what you are trying to do, if it's just some replacement stuff or something you could mabye us something like sed
I'll ask him if he knows how to use this language.
__________________
-Robotortoise [Palutena's Bro]

If you ever need help with Wii/Gamecube/DS sounds/music/ect., I'm your man!

Contact me via Steam

I don't bite.


How to loop and compress .wav files

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