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Custom sounds.

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10 years ago
Is there anyway to change some of the default sound announcements for the voice widget ?
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10 years ago
As I know, voice announcements widget uses standard windows speech simulator, so zk have no deal with setting it up.
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10 years ago
Do you mean... unit voice widget?
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10 years ago
Maybe he's talking about the Quake sounds widget.
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10 years ago
That widget is disabled by default, right?
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10 years ago
Ivica has a thing for enabling it between releases, so anyone who played a test version will likely be infected.

Widgets don't disable themselves simply because new mod version has them disabled. They have a memory.
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There is no quake sounds widget. There is announcer and when new stable comes. It will be muted by default (new default, doesn't matter if you had it enabled).

Though I still have to make custom config support for it so players can put their own sounds.

EErankAdminAnarchid I don't have a thing to randomly enable things between releases...

Edit: please go into this topic for "Announcer" widget info & discussion.
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10 years ago
I was talking about the callouts for things like " unit lost " " Production complete" " energy stalling "
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10 years ago
USrankBalgias that's probably news ticker widget. It has such callouts I think. What about them? Want to change them?
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Yes, I want to use UI sounds from something like one of the C&C titles instead, how would I go about doing that ?

I have the .wavs ready to replace the sounds it currently uses.

I found out that the widget uses a directory like " unitComplete

{file

"LuaUI/sounds/voices/productionc_arm_1.wav"} " but this path doesn't exist anywhere I can find, like it's hidden, or packed away somewhere.
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10 years ago
Hehe. It's all inside .sdz file.
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You can create this folder inside your local Spring home directory and it'll work.

I used to play desert maps in zk, spamming rav and domi to Klepacki's Rise of the Harkonnen. :P
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