Grotesque explosion sound menu

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  1. #1
    Noobz's Avatar Member
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    Grotesque explosion sound

    In an older version of HUD we could change or add sounds to various monsters. I would like to add a warning sound like "Poppers" or "Explosions" when the grotesques explode. I figured I could just add something into pluginenableordisable but I've had no luck. Any suggestions on how to add a sound to an event like that?

    Thanks, Noobz

    Grotesque explosion sound
  2. #2
    Noobz's Avatar Member
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    I found the ExplosiveMonsterPlugin.cs and saw the info for grotesque:

    Code:
    using System.Linq;
    
    namespace Turbo.Plugins.Default
    {
    
        public class ExplosiveMonsterPlugin : BasePlugin, IInGameWorldPainter
        {
    
            public WorldDecoratorCollection FastMummyDecorator { get; set; }
            public WorldDecoratorCollection GrotesqueDecorator { get; set; }
    
            public ExplosiveMonsterPlugin()
            {
                Enabled = true;
            }
    
            public override void Load(IController hud)
            {
                base.Load(hud);
    
                var groundBrush = Hud.Render.CreateBrush(128, 255, 50, 50, 3, SharpDX.Direct2D1.DashStyle.Dash);
                FastMummyDecorator = new WorldDecoratorCollection(
                    new GroundCircleDecorator(Hud)
                    {
                        Brush = groundBrush,
                        Radius = 20,
                    }
                    );
    
                // timers does not work for grotesque because it has no death actor with creation ticks and the original monster's creation tick is not the same as the time he died
                GrotesqueDecorator = new WorldDecoratorCollection(
                    new GroundCircleDecorator(Hud)
                    {
                        Brush = Hud.Render.CreateBrush(160, 255, 50, 50, 3, SharpDX.Direct2D1.DashStyle.Dash),
                        Radius = 20f,
                    }/*,
                    new GroundLabelDecorator(Hud)
                    {
                        CountDownFrom = 2,
                        LabelFont = Hud.Render.CreateFont("tahoma", 9, 255, 255, 255, 255, true, false, 128, 0, 0, 0, true),
                    },
                    new GroundTimerDecorator(Hud)
                    {
                        CountDownFrom = 2,
                        BackgroundBrushEmpty = Hud.Render.CreateBrush(128, 0, 0, 0, 0),
                        BackgroundBrushFill = Hud.Render.CreateBrush(200, 255, 32, 32, 0),
                        Radius = 30,
                    }*/
                    );
            }
    
            public void PaintWorld(WorldLayer layer)
            {
                var deadMonsters = Hud.Game.Monsters.Where(x => !x.IsAlive);
                foreach (var monster in deadMonsters)
                {
                    switch (monster.SnoActor.Sno)
                    {
                        case 4104:
                        case 4105:
                        case 4106:
                            FastMummyDecorator.Paint(layer, monster, monster.FloorCoordinate, monster.SnoMonster.NameLocalized);
                            break;
                        case 3847:
                        case 218307:
                        case 218308:
                        case 365450:
                        case 3848:
                        case 218405:
                        case 3849:
                        case 113994:
                        case 3850:
                        case 195639:
                        case 365465:
                        case 191592:
                            GrotesqueDecorator.Paint(layer, monster, monster.FloorCoordinate, monster.SnoMonster.NameLocalized);
                            break;
                    }
                }
            }
    
        }
    
    }
    Could the TTS be put here somewhere?

    Noobz

  3. #3
    evan6944's Avatar Member
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    In my mind, a Grotesque popping goes "oof". I've added the following into ExplosiveMonsterPlugin.cs for this.

    Code:
    if (Hud.Sound.LastSpeak.TimerTest(2000)) 
    Hud.Sound.Speak("oof");

    Also, I find it easier on the eyes to show a filled circle where it is dangerous to be in when a Grotesque pops. Just get out of where the ground's highlighted in red.





    To do this, change:

    Code:
    GrotesqueDecorator = new WorldDecoratorCollection(new GroundCircleDecorator(Hud)
    {
    Brush = Hud.Render.CreateBrush(160, 255, 50, 50, 3, SharpDX.Direct2D1.DashStyle.Dash),
    Radius = 20f,
    }
    to this:
    Code:
    GrotesqueDecorator = new WorldDecoratorCollection(new GroundCircleDecorator(Hud)
    {
    Brush = Hud.Render.CreateBrush(60, 255, 0, 0, 0),
    Radius = 20f,
    }

  4. #4
    Noobz's Avatar Member
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    Thank you for the response. I was able to use the code to show them as in your screenshot, but I can not get the sound to work. It just says "oof" when hud starts, but not when a grotesque dies.

    Noobz

  5. #5
    evan6944's Avatar Member
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    You might have added the first lines of code into the wrong part of the plugin.

    Try adding it like that:

    Code:
    case 191592:
    GrotesqueDecorator.Paint(layer, monster, monster.FloorCoordinate, monster.SnoMonster.NameLocalized);
    if (Hud.Sound.LastSpeak.TimerTest(2000))  
    Hud.Sound.Speak("oof");
    break;

  6. #6
    Noobz's Avatar Member
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    That got it, tyvm.

    Noobz

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