Feature/audio - #5212
Conversation
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I 'm admin on french HAA discord , you can find me here easily |
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Hi again @pilunte23 Unfortunately this is another PR I won't merge in. Part of the reason is the same, if I accept this I need to maintain it moving forward and adding this much sound integration is a lot to take on all at once. I would much rather prefer more targeted choices about which sounds to include and to grow the system a bit more organically. With the 2 sounds I have now I don't need to manage much, but as you've taken on in this PR, if there are a bunch I then need to manage assets in a more complex way. I think if there were some specific sounds that greatly improved quality of life now, or had very strong thematic ties to the cards (like the labyrinths of lunacacy cards I added it for), then I would be happy to start there. I would also need to make sure the sounds had appropriate licenses for usage (again see the labyrinths of lunacy example). Again I hope me closing this PR does dissuade you from future contributions (or even refining this one based on my feedback). Thanks again and I hope you continue to enjoy the app! |
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@halogenandtoast On this one, I confess I understand the explanation less. With the system I'm proposing, you have the possibility of playing specific sounds depending on the map and the action performed (drawing out a gun is not the same as firing it). Furthermore, precisely to avoid constantly updating sounds, if a specific sound isn't implemented, you have generic sounds based on traits, which quickly covers a large number of maps (and naturally, newly implemented maps). This allows you to take your time implementing specific sounds. Have you had a chance to try this PR? I coded this for OCTGN. I find it a shame not to be able to use the sounds in the Arkham app, but you are obviously in charge of your application. |
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Hi @pilunte23
Understood, I like the flexibility of the system.
Right, I understand. For some context here I think I need to frame my thoughts better. Sounds are a relatively new thing I just added to the system (driven primarily by people wanting an audio indication that it is their turn). The only other sound I currently have is thematically tied to a specific scenario which is currently in public alpha. As it is relatively a new system, I haven't given a lot of thought yet about how I want it to evolve and because of that I don't want to develop it too rapidly over something slower and thought out, but I do agree that sounds can increase the immersion and furthermore are something that a digital solution can improve on over the physical version. However, as part of designing this system there are some things I have been given a lot of thought to on how to evolve the system moving forward: a) Sounds aren't really a backend concern, they're a frontend concern, so I would actually like to design a way that the backend is primarily unaware the audio exists and is instead communicating events to the frontend, which can handle them how they want (audio, animations, etc.) I think with all of these things it's a bit easier to make architectural decisions and find a good solution before I bring such a system into the app. If you were interested in seeing this work make progress I think it would be a good idea to discuss/work with me on the audio settings and controls first, then figure out a better event system between the frontend/backend so that the backend doesn't really have to manage audio at all, then start extending that system on the frontend with the most impactful cases gradually and see how they land with people. I hope this provides some clarity as to why I closed this specific PR and that I am not closed to the idea or even some parts of this implementation, I would happily transfer the ideas here into the envisioned system (or accept PRs that do so). |
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thanks for the explanation @halogenandtoast |
Audio System Update
This change adds support for a larger, structured audio system for gameplay sound effects.
The previous implementation only handled a few simple audio files. After adding many card-specific and generic sounds, the audio lookup needed to support nested directories, multiple variants,
.oggfiles, and optional CDN hosting for large audio assets.Main Changes
frontend/public/audio/manifest.json..ogg,.mp3, and.wavfiles..wavto.oggto reduce file size..oggfiles.AUDIO_HOSTsupport, following the same local/CDN philosophy used for image assets.webcontainer./audio/....Ghoul PriestAudio Directory Structure
Audio files are stored under: