custom_1.creating: abc.wav
If not, could you please insert this too ? I think we have already spoken about a "sound by creating" thing... so, ämm... Holger ?

Moderators: Flumminator, Zomis
Code: Select all
struct ElementActionInfo element_action_info[NUM_ACTIONS + 1 + 1] =
{
{ ".[DEFAULT]", ACTION_DEFAULT, TRUE },
{ ".waiting", ACTION_WAITING, TRUE },
{ ".falling", ACTION_FALLING, TRUE },
{ ".moving", ACTION_MOVING, TRUE },
{ ".digging", ACTION_DIGGING, FALSE },
{ ".snapping", ACTION_SNAPPING, FALSE },
{ ".collecting", ACTION_COLLECTING, FALSE },
{ ".dropping", ACTION_DROPPING, FALSE },
{ ".pushing", ACTION_PUSHING, FALSE },
{ ".walking", ACTION_WALKING, FALSE },
{ ".passing", ACTION_PASSING, FALSE },
{ ".impact", ACTION_IMPACT, FALSE },
{ ".breaking", ACTION_BREAKING, FALSE },
{ ".activating", ACTION_ACTIVATING, FALSE },
{ ".deactivating", ACTION_DEACTIVATING, FALSE },
{ ".opening", ACTION_OPENING, FALSE },
{ ".closing", ACTION_CLOSING, FALSE },
{ ".attacking", ACTION_ATTACKING, TRUE },
{ ".growing", ACTION_GROWING, TRUE },
{ ".shrinking", ACTION_SHRINKING, FALSE },
{ ".active", ACTION_ACTIVE, TRUE },
{ ".filling", ACTION_FILLING, FALSE },
{ ".emptying", ACTION_EMPTYING, FALSE },
{ ".changing", ACTION_CHANGING, FALSE },
{ ".exploding", ACTION_EXPLODING, FALSE },
{ ".boring", ACTION_BORING, FALSE },
{ ".boring[1]", ACTION_BORING_1, FALSE },
{ ".boring[2]", ACTION_BORING_2, FALSE },
{ ".boring[3]", ACTION_BORING_3, FALSE },
{ ".boring[4]", ACTION_BORING_4, FALSE },
{ ".boring[5]", ACTION_BORING_5, FALSE },
{ ".boring[6]", ACTION_BORING_6, FALSE },
{ ".boring[7]", ACTION_BORING_7, FALSE },
{ ".boring[8]", ACTION_BORING_8, FALSE },
{ ".boring[9]", ACTION_BORING_9, FALSE },
{ ".boring[10]", ACTION_BORING_10, FALSE },
{ ".sleeping", ACTION_SLEEPING, FALSE },
{ ".sleeping[1]", ACTION_SLEEPING_1, FALSE },
{ ".sleeping[2]", ACTION_SLEEPING_2, FALSE },
{ ".sleeping[3]", ACTION_SLEEPING_3, FALSE },
{ ".awakening", ACTION_AWAKENING, FALSE },
{ ".dying", ACTION_DYING, FALSE },
{ ".turning", ACTION_TURNING, FALSE },
{ ".turning_from_left", ACTION_TURNING_FROM_LEFT, FALSE },
{ ".turning_from_right", ACTION_TURNING_FROM_RIGHT, FALSE },
{ ".turning_from_up", ACTION_TURNING_FROM_UP, FALSE },
{ ".turning_from_down", ACTION_TURNING_FROM_DOWN, FALSE },
{ ".other", ACTION_OTHER, FALSE },
/* empty suffix always matches -- check as last entry in InitSoundInfo() */
{ "", ACTION_DEFAULT, TRUE },
{ NULL, 0, 0 }
};
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struct ElementActionInfo
{
char *suffix;
int value;
boolean is_loop_sound;
};
I guess that clever way is something like having your red nut change to <temp CE>, which changes to green nut + has that sound set?Yoshi348 wrote:Hmm... but that would do it for all change pages, and I don't want them making annoying noises while blinking. (The red and green nuts are seperate elements... there wouldn't seem to be a way to have different contents based on the animation frame.) I just want a sound when they get cracked open.
EDIT: Nevermind, I figured out a clever way to do it.