sound fx

Audiomancy

Short Name: 
audiomancy

Version 1.2.1 released Jan 16, 2023; see change notes.

Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest.

Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com.

Credits: https://pastebin.com/xirEZ2FY

Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365

PS: Somehow the website tags got duplicated and I'm unable to edit them.

Version 1.2.1:
Fixed the attackTarget hook (thank you to "Chief of Kilimanjaro" and "purpel frog" in the ToME Discord); it now properly returns two values. This should fix various misc issues, anything dependent on the second return value.
Also cleaned up a few stray typo semicolons (the consequences of switching between multiple programming languages) which may or may not have been causing other various and possibly undiscovered issues.

Version 1.2.0:
Reduced volume of the universal crit sound layer and blade crits.
Added "Audiomancy Addon Options" to the main game menu - enable/disable the unique critical hit sound for each weapon type,
along with the universal critical sound layer ("gong" sound) that plays overtop any ranged or melee critical hit.
Misc small fixes/tweaks.

Version 1.1.0:
Added custom sounds for steamsaws.
Improved custom sounds for blade weapons & tridents.
Distinct critical hit sound added for blade weapons.
Changed/improved "crystal" impact sounds, made less longwinded & obnoxious (e.g. when attacking shivogoroths.)
Corrected the horror impact sound mappings.
Tried to balance overall volume, some sounds were too loud relative to others.
Improved memory usage & got rid of Entity:loadList injection.
Re-organized Audiomancy files so new data paths are obvious.

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