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Custom Sounds

Posted: 03 May 2020, 05:19
by DrNob
Hello Community,

I am currently working on a new game, and I am now at the point where some custom sounds would be nice.

Reading into sound effects, I realised that the usage of any custom sounds is strongly discouraged.
Which is fine by me.

However, the available sound effects seem to be limited to ONE SINGLE sound effect: the ever present swoop-woop of played cards. There seems to be nothing to distinguish between a move that has positive results for the player or negative ones. Is that observation correct?

Looking for example at "Can't Stop":
If a player decides to stop and scores, we hear "swoop-woop".
If they decide to keep going and fail, we hear "swoop-woop".
Nothing tells you what actually happened - until you see it unfold on the game board.

My question is:
Is this written in stone?
Or are there other sounds that could be used to distinguish improvements from setbacks?
If so, how do I play them?
If not, is there a way to maybe open a debate about this?

Many thanks
- Norbert

Re: Custom Sounds

Posted: 03 May 2020, 10:48
by DrKarotte
In general the sounds are created by the framework, and there is just one sound for "make a move", another one for "it's your turn" and so on.

As far as I know you could play your own sounds when working on the studio, but they get lost when the game is put in production. There is one project on BGA with animated dice which make their own sound (Takara Island), which shows that it is possible to add sounds, but they must be added by the admins to the framework, if I remember that correctly. You could ask the dev Morgalad about this.