Creatures and Attack sounds: Difference between revisions

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Created page with "In the Combat_Montage of our player character, we have the attack animation. In the attack animation segment we have one events (Notify) at the start of type PSAnimNotifyAttackSound File:PSAnimNotify.png In psAttack::Attack() we create a soundID = <race id (without gender)> - <Weapon skill> Example: Stonehammer hitting with a Fist = 0-4 this soundID is then sent to all clients this way: we call BroadcastAttackAnimation() to send it to all players in range, and..."
 
 
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In the Combat_Montage of our player character, we have the attack animation. In the attack animation segment we have one events (Notify) at the start of type PSAnimNotifyAttackSound  
== Attack Sound ==
For humanoid and creatures we consider that they can use melee or switch weapons. In the Combat_Montage of our player character, we have the attack animation. In the attack animation segment we have one events (Notify) at the start of type PSAnimNotifyAttackSound  


[[File:PSAnimNotify.png]]
[[File:PSAnimNotify.png]]




In psAttack::Attack() we create a soundID = <race id (without gender)> - <Weapon skill>
In psAttack::Attack() we create a soundID with this rule:<blockquote>
if the weapon is melee then use the race: <race>-4
 
otherwise use the weapon skill id: "w-" + <weapon skill>


Example: Stonehammer hitting with a Fist = 0-4
Example: Stonehammer hitting with a Fist = 0-4


this soundID is then sent to all clients this way: we call BroadcastAttackAnimation() to send it to all players in range, and then we call ReceiveAttackAnimation() on clients BP, this is then calling PlayPSAnimMontage()
Example: Stonehammer hitting with a sword = w-0</blockquote>this soundID is then sent to all clients this way: we call BroadcastAttackAnimation() to send it to all players in range, and then we call ReceiveAttackAnimation() on clients BP, this is then calling PlayPSAnimMontage()


Inside PlayPSAnimMontage() we use the soundid
Inside PlayPSAnimMontage() we use the soundid


UPSAnimNotifyAttackSound: <Race of Attacker> + "-" + <Weapon Type>
The class used is UPSAnimNotifyAttackSound
 
== Hit sound ==
When someone is hit.
 
in psAttack::AffectTarget() we create a soundID <Weapon Type> + "-" + <Material> + <Hit>
 
Material is defined in [[Race infoTable]].skin_type
 
Example: fist hitting carapare of a trepor: 4-3-1


Example: sword getting blocked by flesh: 0-0-0


In the Combat_Montage of the hit creature , example the trepor, we have one in the Hit animation of type PSAnimNotifyCombatResultSound
this soundID is then sent to all clients this way: we call BroacastCombatResultSound() to send it to all players in range


[[File:PSAnimCombatResults.png]]
The hit sounds are decoupled from the hit animation because they need to play regardless.


== Death Sound ==
If we want to have a sound when the creature dies, we have it in the Death Montage, on the death animation


UPSAnimNotifyCombatResultSound: <Weapon Type> + "-" + <Material> / Hit or Block
[[File:Death Sound.png]]

Latest revision as of 22:34, 20 June 2023

Attack Sound

For humanoid and creatures we consider that they can use melee or switch weapons. In the Combat_Montage of our player character, we have the attack animation. In the attack animation segment we have one events (Notify) at the start of type PSAnimNotifyAttackSound


In psAttack::Attack() we create a soundID with this rule:

if the weapon is melee then use the race: <race>-4

otherwise use the weapon skill id: "w-" + <weapon skill>

Example: Stonehammer hitting with a Fist = 0-4

Example: Stonehammer hitting with a sword = w-0

this soundID is then sent to all clients this way: we call BroadcastAttackAnimation() to send it to all players in range, and then we call ReceiveAttackAnimation() on clients BP, this is then calling PlayPSAnimMontage()

Inside PlayPSAnimMontage() we use the soundid

The class used is UPSAnimNotifyAttackSound

Hit sound

When someone is hit.

in psAttack::AffectTarget() we create a soundID <Weapon Type> + "-" + <Material> + <Hit>

Material is defined in Race infoTable.skin_type

Example: fist hitting carapare of a trepor: 4-3-1

Example: sword getting blocked by flesh: 0-0-0

this soundID is then sent to all clients this way: we call BroacastCombatResultSound() to send it to all players in range

The hit sounds are decoupled from the hit animation because they need to play regardless.

Death Sound

If we want to have a sound when the creature dies, we have it in the Death Montage, on the death animation