Player can fully customize what is and what is not played by digging into xml configuration and add his own sounds and triggering lines.
Currently we are working on sounds pack...
I want to contribute by collecting and incorporating some sound FX from legitimate sources (i.e.; mostly
Creative Commons and public domain). Specifically, I noticed how
deaths.xml and
animals.xml seemed very lacking, compared with other areas. (The death sounds all seem to be the same irritating sample and there are only sounds for 7 different domestic animals.) So, over the last week I've been collecting and editing some sounds of dwarfy deaths and various types of animals that can be raised as pets.
I've got some stuff mostly done, but nothing I'm quite ready to share yet. But I plan to have something
within a week. (Animals I'm working on include alligator, bear, chimpanzee, dragon, eagle, toad, giant toad, mountain goat, gorilla, hydra, lion, tiger, and wolf. Also, some
suggested changes to cat and dog.)
Just writing this as FYI and to see if I'd be stepping on any toes. (There's no sense in more than one of us working on the same animals or death cries at the same time, is there?)
Also, to see how far "birth" / "grown" pet sounds in SoundSense
could go, I spent hours reading through the creature raws in Vanilla DF. I condensed all of them down to the most important details and derived some statistics:
* Total creatures that can be tamed into a PET: 114
* Total creatures that are [PET] (that is, *not* [PET_EXOTIC]): 21
* Creatures that are TRAINABLE: 20
* Creatures that have [MOUNT] or [MOUNT_EXOTIC]: 27
* Creatures that can be a [PACK_ANIMAL]: 6
* Creatures that can be milked: 4
Keep in mind, these stats will change when the next release comes out. (Toady has already stated that a bunch more domestic animals will be added.)
Obviously, whether or not a creature can be made a pet is the most important detail as far as inclusion in SoundSense goes. Also, whether or not a creature is Hunting/War trainable determines whether alternate "grown" sounds are applicable. And sometimes the creature description helps with finding a sound FX that would fit. The rest of the details I included merely for my own use.
If anyone happens to be interested in my "Summary of Pet Creatures in Vanilla DF", it can be
downloaded here.
Finally, I question the wisdom of using all those
Creative Commons sound FX and music if no attempt is made to provide proper attribution. That sort of defeats the purpose of using
open content, does it not?
Yes, attribution does take a bit of extra effort, but not much. A single attribution file with a list of credits for everyone, including the artist's/contributor's name, the type of license, and a link to the source should be sufficient. (Although, a hidden (Spoiler) list of credits in the first post of this thread would be nice.) Heck, I'll even help compile such a list.
I did find an attribution.txt in the '
seasons' folder, but that only covers the seasons. And that's still not correctly formatted as it does not mention the licenses under which these sounds and music were released.
PS: I found two .ogg sound files in the last pack. Does this mean SoundSource supports the .ogg format? And, if so, why aren't we using it to encode most sounds and voices (from the .WAVs)? It seems .ogg gives a smaller file size
if encoded with
a variable bitrate.