Tales of Maj'Eyal

Tales of Maj'Eyal

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Audiomancy
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8.518 MB
May 8, 2022 @ 8:23pm
Jan 16 @ 5:52pm
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Audiomancy

Description
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 clawhorn@pm.me

Credits: https://pastebin.com/xirEZ2FY

ToME Website: https://te4.org/games/addons/tome/audiomancy
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16 Comments
theclawhorn  [author] Sep 23 @ 12:45pm 
I received a similar complaint in an email from who I think may be you (@higgs boson testicle). Please check your email if so.

To answer your question about shared sounds - there are multiple spells that share sounds, only so many spells have been individualized thus far and others fallback to a more generic selection.
higgs boson testicle Sep 4 @ 4:45pm 
I have used this a lot and want to give thanks. Though correct me if I'm mistaken, but the corruptor's spells all pretty much sound the same, which is that "croaky squish" kinda sound. Can I replace it myself somehow?
theclawhorn  [author] Jan 16 @ 5:59pm 
The below issue has been fixed. Sorry for the long wait.
mannendake Nov 6, 2022 @ 1:57pm 
I don't think I can edit my comment below, the reason this happens appears to be Combat:attackTarget returning two values in vanilla, but you only assigned one value for it to return afterwards in the superload.
mannendake Nov 6, 2022 @ 1:51pm 
I'm not sure why, but Audiomancy will break Wing Buffet from Wilder Balance, making it not apply wet. It'll also break Biograph from Heartstalker's Biorhythm causing it to error.
theclawhorn  [author] Aug 7, 2022 @ 2:14pm 
Version 1.2.0 released. An options menu has been added where you can now disable the "gong sound" and the other unique crits.
theclawhorn  [author] Aug 6, 2022 @ 4:56pm 
Duly noted. I haven't had the time to resolve this yet but will release a new version once able.
thing Aug 3, 2022 @ 3:47pm 
I like how the crit-gong sounds but it is farrrr louder than every other sound the game produces. Otherwise really like this mod.
theclawhorn  [author] Jul 13, 2022 @ 12:01pm 
Oh, are you referring to the sound that plays for any weapon when critting? So not the sword/dagger crit? That sound has been in there since release, I think it may just be more noticeable now.
Vulpes_Inculta Jul 13, 2022 @ 6:56am 
The coolness of your mod sir is in added immersiveness of realistic impact sounds. I don't think there is a need for a distinct and universal crit sound that basically overrides the immersive ones.