Sounds for specific drops menu

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  1. #1
    Buzzy62's Avatar Member
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    Sounds for specific drops

    I'm sure there's a way to do this, but I'm looking for an EASY way to play a sound when a specific item drops (like a "puzzle ring" or "bovine bardiche"). I know there's a /sounds folder, but I don't know how I am to make a sound PLAY for specific reasons.

    Can someone point me in the right direction?

    Thanks!!!

    Sounds for specific drops
  2. #2
    RNN's Avatar Legendary
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    Originally Posted by Buzzy62 View Post
    I'm sure there's a way to do this, but I'm looking for an EASY way to play a sound when a specific item drops (like a "puzzle ring" or "bovine bardiche"). I know there's a /sounds folder, but I don't know how I am to make a sound PLAY for specific reasons.

    Can someone point me in the right direction?

    Thanks!!!
    This should work. Custom Code (PluginEnablerOrDisablerPlugin.cs) :

    Code:
    	Hud.TogglePlugin<ItemsPlugin>(true);
    	Hud.RunOnPlugin<ItemsPlugin>(plugin => { 
    		plugin.EnableCustomSpeak = true;
    		plugin.CustomSpeakTable.Clear();
    		plugin.CustomSpeakTable.Add(Hud.Sno.SnoItems.Unique_Ring_004_x1, "puzzle ring");   // Read interfaces\Controllers\sno\ISnoItemsList.cs for sno items
    		plugin.CustomSpeakTable.Add(Hud.Sno.SnoItems.Unique_Polearm_101_x1, "bovine bardiche");
    		plugin.CustomSpeakTable.Add(Hud.Sno.SnoItems.Consumable_Add_Sockets_1, "Ramaladni");			
    	}   );

  3. Thanks Buzzy62 (1 members gave Thanks to RNN for this useful post)
  4. #3
    Saico's Avatar Active Member
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    Originally Posted by RNN View Post
    This should work. Custom Code (PluginEnablerOrDisablerPlugin.cs) :

    Code:
    	Hud.TogglePlugin<ItemsPlugin>(true);
    	Hud.RunOnPlugin<ItemsPlugin>(plugin => { 
    		plugin.EnableCustomSpeak = true;
    		plugin.CustomSpeakTable.Clear();
    		plugin.CustomSpeakTable.Add(Hud.Sno.SnoItems.Unique_Ring_004_x1, "puzzle ring");   // Read interfaces\Controllers\sno\ISnoItemsList.cs for sno items
    		plugin.CustomSpeakTable.Add(Hud.Sno.SnoItems.Unique_Polearm_101_x1, "bovine bardiche");
    		plugin.CustomSpeakTable.Add(Hud.Sno.SnoItems.Consumable_Add_Sockets_1, "Ramaladni");			
    	}   );
    Hmm, interesting, What this CustomSpeakTable does exactly RNN ? It "speaks" with Windows voice sound the String between "itemname" when specific item sno is looted ?

  5. #4
    Buzzy62's Avatar Member
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    Originally Posted by Saico View Post
    Hmm, interesting, What this CustomSpeakTable does exactly RNN ? It "speaks" with Windows voice sound the String between "itemname" when specific item sno is looted ?
    Correct! It speaks whatever word you have listed after the SNO item. I've customized it to add a few of the specific drops that I want to be aware of, in addition to the ones he already set up (which work fantastic, BTW!).

    Major props to RNN for getting me exactly what I was looking for!

  6. #5
    RNN's Avatar Legendary
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    Originally Posted by Saico View Post
    Hmm, interesting, What this CustomSpeakTable does exactly RNN ? It "speaks" with Windows voice sound the String between "itemname" when specific item sno is looted ?
    yes. and It is set to announce 1 item every 5 seconds, if drop two articles almost at the same time only say. the first one.

  7. #6
    Saico's Avatar Active Member
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    Originally Posted by Buzzy62 View Post
    Correct! It speaks whatever word you have listed after the SNO item. I've customized it to add a few of the specific drops that I want to be aware of, in addition to the ones he already set up (which work fantastic, BTW!).

    Major props to RNN for getting me exactly what I was looking for!
    Nice, looks great.

    yes. and It is set to announce 1 item every 5 seconds, if drop two articles almost at the same time only say. the first one.
    So, lemme se if I understood if there is 3 items sno to be announced they must have a drop delay of around 5sec to have all of them anounced ? THUD interface does not "Stack" itens dropped at same time ?

  8. #7
    Buzzy62's Avatar Member
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    Originally Posted by Saico View Post
    Nice, looks great.



    So, lemme se if I understood if there is 3 items sno to be announced they must have a drop delay of around 5sec to have all of them anounced ? THUD interface does not "Stack" itens dropped at same time ?
    Right. It will only speak the 1st one if all three items drop at the same time, but if there is at least 5 secs in between each one, all three will be spoken.

  9. #8
    Saico's Avatar Active Member
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    RNN what do I do to find the correct Sno when it has more than 1 of them ?

    yield return controller.SnoItems.Unique_Amulet_001; // 412126062 - The Flavor of Time
    yield return controller.SnoItems.Unique_Amulet_001_104; // 3151593794 - The Flavor of Time
    yield return controller.SnoItems.Unique_Amulet_001_1xx; // 3151596238 - The Flavor of Time
    yield return controller.SnoItems.Unique_Amulet_001_x1; // 1527160950 - The Flavor of Time
    Right. It will only speak the 1st one if all three items drop at the same time, but if there is at least 5 secs in between each one, all three will be spoken.
    Hmm, got it, thank u so much for clarifying
    Last edited by Saico; 09-02-2019 at 08:25 PM.

  10. #9
    RNN's Avatar Legendary
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    Originally Posted by Saico View Post
    RNN what do I do to find the correct Sno when it has more than 1 of them ?
    The items have changed several times and each one has been assigned a different sno. If the list has been kept in order you should use the last one, try this one first: Hud.Sno.SnoItems.Unique_Amulet_001_x1
    I will try to do something that announces only once each element and does not omit any. The method used in this add-on works reasonably well, but maybe it can be improved (I have to check a couple of things to make sure) by applying an idea similar to the one used in my OthersShrinePlugin add-on (this one announces the pylon, sanc and pools once).
    Last edited by RNN; 09-03-2019 at 04:53 AM.

  11. #10
    takayo72's Avatar Active Member
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    could i sound for any of primal items drop ?

  12. #11
    RNN's Avatar Legendary
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    Add
    plugin.EnableSpeakPrimal = true;
    plugin.EnableSpeakPrimalSet = true;

  13. #12
    Saico's Avatar Active Member
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    Originally Posted by RNN View Post
    The items have changed several times and each one has been assigned a different sno. If the list has been kept in order you should use the last one, try this one first: Hud.Sno.SnoItems.Unique_Amulet_001_x1
    I will try to do something that announces only once each element and does not omit any. The method used in this add-on works reasonably well, but maybe it can be improved (I have to check a couple of things to make sure) by applying an idea similar to the one used in my OthersShrinePlugin add-on (this one announces the pylon, sanc and pools once).
    Got it, I am using last ones, just you did in your examples.

    Hud.TogglePlugin<ItemsPlugin>(true);
    Hud.RunOnPlugin<ItemsPlugin>(plugin => {
    plugin.EnableCustomSpeak = true;
    plugin.CustomSpeakTable.Clear();
    plugin.CustomSpeakTable.Add(Hud.Sno.SnoItems.P6_Unique_Scythe1H_02, "Tragu"); // Read interfaces\Controllers\sno\ISnoItemsList.cs for sno items
    plugin.CustomSpeakTable.Add(Hud.Sno.SnoItems.Unique_Amulet_001_x1, "Sabor do Tempo");
    plugin.CustomSpeakTable.Add(Hud.Sno.SnoItems.P6_Unique_Ring_03, "Krisbin");
    plugin.CustomSpeakTable.Add(Hud.Sno.SnoItems.P2_Unique_Ring_04, "COE");
    plugin.CustomSpeakTable.Add(Hud.Sno.SnoItems.Unique_Ring_019_x1, "Jordan");
    plugin.CustomSpeakTable.Add(Hud.Sno.SnoItems.Unique_Helm_003_x1, "Andariel");
    plugin.CustomSpeakTable.Add(Hud.Sno.SnoItems.Unique_Gloves_007_x1, "Luva de Pedra");
    I have a question, is there possible to use CustomSpeak or even some sound in sounds Folder to play when an elite is killed ? for example

  14. #13
    RNN's Avatar Legendary
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    --deleted--
    Last edited by RNN; 09-04-2019 at 03:12 PM.

  15. Thanks BeeAntOS (1 members gave Thanks to RNN for this useful post)
  16. #14
    RNN's Avatar Legendary
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    Originally Posted by Saico View Post
    I have a question, is there possible to use CustomSpeak or even some sound in sounds Folder to play when an elite is killed ? for example
    yes,. using OnMonsterKilled (interfaces\ImonsterKilledHandler.cs) something could be done, but I don't see it necessary

  17. #15
    Saico's Avatar Active Member
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    Originally Posted by RNN View Post
    Preview version : AlertDrop.cs
    It will announce all the items that are added (to ItemsAlert), and it will only be done once
    If the item cannot be collected (because it is associated with another account), it will not be announced.
    Read interfaces\Controllers\sno\ISnoItemsList.cs to find the ISnoItem


    Code:
    	Hud.TogglePlugin<RNN.AlertDrop>(true);
    
    		Hud.RunOnPlugin<RNN.AlertDrop>(plugin => { 
    			plugin.EnableSpeakPrimal = true;  // I should also announce the primals if EnableSpeakPrimal is true
    			plugin.PrimalText = "Primal <name>";   //The text <name> will be replaced by "NameLocalized"
    			plugin.ItemsAlert.Add(Hud.Sno.SnoItems.Unique_Ring_004_x1, "Puzzle Ring");   
    			plugin.ItemsAlert.Add(Hud.Sno.SnoItems.Unique_Polearm_101_x1, "Bovine Bardiche");
    			plugin.ItemsAlert.Add(Hud.Sno.SnoItems.Consumable_Add_Sockets_1, "Ramaladni");
    			
    		} );
    It is not tested yet
    Hum, did not understand what this AlertDrop.cs does exactly, RNN ?, what is ItemsAlert ? Thought it was a .txt or even a.cs or some sort, but searched in THUD folders and found nothing.

    yes,. using OnMonsterKilled (interfaces\ImonsterKilledHandler.cs) something could be done, but I don't see it necessary
    It is just a doubt, I am curious how the system works and me and some friends thought about a plugin that speaks customsounds ("DoubleKill", "TripleKill") when elites get killed by meteor haha, just fun/aesthetic thing to have, not usual at all. =)

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