#SOUND

reference

Also known as: #SOUNDS · SOUND · SOUNDS · SOUNDPACK · SOUNDPACKS · AUDIO-CUES · CUSTOM-SOUND · CUSTOM-SOUNDS · ADD-SOUND · ASSIGN-SOUND

Help: #SOUND and Custom Sounds #SOUND is the NukeFire Client's general managed-audio command. It works independently of server Reader mode, Reader Workspace, external screen-reader mode, and NukeFire Self-Voice. The leading # matters: these are local NukeFire Client commands, not game-server commands. Status, Discovery, and Playback #SOUND #SOUND {STATUS} #SOUND {LIST} #SOUND {LIST} {custom} #SOUND {SEARCH} {stairs} #SOUND {SHOW} {custom.stairs} #SOUND {custom.stairs} #SOUND {TEST} {custom.stairs} #SOUND {STOP} #SOUND {STOP} {MUSIC} LIST, SEARCH, and SHOW retain their normal discovery behavior. Playing an event and TEST use the same managed playback path. STOP MUSIC stops only managed music; STOP stops all managed client audio. Create or Change a Custom Sound #SOUND {ADD} {custom.name} #SOUND {ASSIGN} {custom.name} #SOUND {SHOW} {custom.name} #SOUND {TEST} {custom.name} #SOUND {CLEAR} {custom.name} #SOUND {DELETE} {custom.name} ADD is the quickest normal workflow. It creates or reuses the editable Personal Sounds pack, adds the bounded custom.* event, and immediately opens the protected operating-system audio chooser. Choosing a file or cancelling returns keyboard focus to command input. ASSIGN opens the same protected chooser to add or replace audio. A missing valid custom.* event receives the same convenient create-and-assign treatment. No command accepts a filename, raw path, URL, shell command, or Web Audio code. CLEAR removes only that event's audio assignment and leaves the valid custom event available. It does not remove a shared archived audio asset while another event still uses it. DELETE removes only a player-created custom.* event from the active editable pack. It cannot delete built-in or server semantic event definitions. Complete Example #SOUND {ADD} {custom.vpunch} #SOUND {custom.vpunch} #ACTION {struck from behind by a shadowy fist} { #SOUND {custom.vpunch}} After ADD, choose the WAV, MP3, OGG, or M4A file in the normal chooser. The client copies it into the editable .nfsp soundpack, so the original source file may later move or be removed. Custom Event Rules Custom event names are stored in lowercase, begin with custom., are limited to 80 characters, and use letters, numbers, dots, underscores, or hyphens in the established bounded form. Personal soundpacks support up to 2,500 custom event allocations. Use custom.music.* names for longer tracks. Starting one managed music event replaces the prior managed music track without stopping ordinary sound effects. Safety ADD, ASSIGN, CLEAR, and DELETE must be typed directly by the player. Actions, aliases, functions, timers, and Lua may play managed sound events, but cannot open the chooser or silently change a soundpack. Preferences -> Audio -> Soundpack Editor remains an optional visual editor for the same underlying soundpack and audio state. Related CR Commands cr audio status - Master managed-audio state. cr sound status - Communication notification gates. cr soundpack status - Active soundpack state. cr soundpack events - Browse semantic sound events. See Also: cr, sr, #action, output