Something that I'd find convenient would be to add a variable to the HudMessage command which plays a sound effect to each character that is input during a HUDMSG_TYPEON variant. An example below of how the syntax could be:
HudMessage (text; HUDMSG_TYPEON, int id, int color, str soundlump, int volume, fixed x, fixed y, fixed holdTime, fixed typetime, fixed fadetime [, fixed alpha]);
If that's possible, it could be compatible with SNDINFO as well.
Possibility to add a sound effects to HUDMSG_TYPEON
Moderator: GZDoom Developers
- Ribo Zurai
- Posts: 872
- Joined: Fri Jul 03, 2009 1:47 pm
Re: Possibility to add a sound effects to HUDMSG_TYPEON
It would never be done as soundlump but rather SNDINFO friendlyname anyway (like everything else that uses sounds in GZDoom) so SNDINFO compatibility would be part of it if it was added.
In the past, I have hand-cranked something like this by using ACS to either play a typing sound while the message is appearing, or even tried to time the playing of short "tick" or "beep" sounds with every new letter (less successfully) so it would be something that would be nice to have.
In the past, I have hand-cranked something like this by using ACS to either play a typing sound while the message is appearing, or even tried to time the playing of short "tick" or "beep" sounds with every new letter (less successfully) so it would be something that would be nice to have.