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Posted: Sat Feb 28, 2009 12:25 am
by confused.brit
This OXP appears broken in the current version, 1.72.2
I had it working on 1.65-6build1, but after upgrade, im back to the defaults.
Also effects the e5amigasounds.oxp, so it looks like the sounds handling is changed somehow.
Also, in 1.65-6build1, the default sounds were still being played underneath.
guess im off to hack the default sounds Very Happy
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EDIT:
ok, this is really really weird...
I just changed a bunch of the oggs to the ones from my tweak of the customsounds oxp, including replacing BlueDanube.ogg and OoliteTheme.ogg with different files with the exact same name, and im still getting BlueDanube when activating Docking Computer (Since this is the most obvious thing i've tried to change, and easiest to test)
The original Bluedanube is in my home folder archive, so I dont know where Oolite is getting the Bluedanube from now... o.0
Posted: Sat Feb 28, 2009 12:39 am
by Screet
confused.brit wrote:The original Bluedanube is in my home folder archive, so I dont know where Oolite is getting the Bluedanube from now... o.0
IIRC someone mentioned that these sounds are played by the system, after a request from the game.
If so, maybe try to pack those original files and delete the unpacked version from your home directory. I could imagine that your system has your home directory in it's search path before the oolite folder, thus switching to the files you just tried to disable. If not, I'm afraid you have got to wait for some Linux player to help solve this mystery.
Screet
Posted: Sat Feb 28, 2009 12:44 am
by confused.brit
tar.gz ing those files now.
I also tried looking to see if i could find a second install of Oolite somewhere, but its not anywhere obvious... not in my Home folder, no second Oolite folder in in usr/libs/GNUstep/system .....
colour me a very very confused.brit.
Posted: Sat Feb 28, 2009 12:54 am
by Screet
confused.brit wrote:tar.gz ing those files now.
colour me a very very confused.brit.
Not only you...I just successfully did override the override of the HUD via oxps by placing another HUD oxp in and renaming it so that it's read after OSE (which also has a HUD override) is being read. That did work...and I doubt that you've also copied HUD files from oolite to your home directory and that it's then taken from there.
Screet
Posted: Sat Feb 28, 2009 1:01 am
by confused.brit
AHA! Yes, there is a second install.
Seems the new version ditched the GNUstep folder!
Posted: Sat Feb 28, 2009 1:08 am
by Screet
confused.brit wrote:AHA! Yes, there is a second install.
Seems the new version ditched the GNUstep folder!
Finally a happy end
Windows Vista can do similar things with it's virtual store...be happy that you are not using that system! It allows editing oolite files, but doesn't touch the originals, it creates copies in virtual store which override the oolite files...and once oolite is updated, the old files in virtual store do stay, but also override the next installation. Wonder how any OS builder can come up with such an idea...
Screet
Posted: Sat Feb 28, 2009 2:30 am
by _ds_
Screet wrote:confused.brit wrote:AHA! Yes, there is a second install.
Seems the new version ditched the GNUstep folder!
Finally a happy end

This kind of thing is why anything which I install here is installed from .debs: bits of old installs don't get left behind when files are moved around between versions.
I've seen reports of build failures which turn out to have been caused by left-behind library header files. You have this sort of breakage, you get to keep both pieces (though I'll happily tell you what those pieces actually are, if they're ones which I can identify, so that you can clean up).
Re: CustomSounds **V1.2**
Posted: Fri Mar 28, 2025 9:08 am
by Wildeblood
milinks wrote: ↑Sat May 13, 2006 4:13 pm
I have added an updated version of the customsounds.oxp to Oosat2. This update includes a number of changes and additions. I have added some basic background noises whilst docked. These are triggered with the buy and sell keys. At present the source does not allow for GUI screen changes to trigger audio files, but these are an example of basic docked noises, hopefully to give people an idea as to what they would like to hear when the background GUI extensions that Giles has thoughts about come about. I haver also put a number of background music files whilst in flight, so there is some ambience whilst flying in deep space.
Other additions include ECM warning, escape pod scooped and others.
One issue that I haven't managed to resolve is the planet and station aegis. Giles has placed customsounds for both of these, and sound files have been included in the customsounds oxp from v1, but they do not seem to work. It would be appreciated if those using Windows, Mac and Linux check to see if these two sound files work on their respective machines. I just have a sneaky feeling that this may be a Windows fault, similar to what we had when the aegis wouldn't display etc. Anyway please download and enjoy, and if it gives people ideas as to what they would like to hear etc then its worth it!
I just independently rediscovered this this morning, or a weird co-incidence has occurred.
Perusing customsounds.plist, as one does, I noticed these lines at the end:-
/* The following can also be used:
"[aegis-planet]" = "";
"[aegis-station]" = "";
"[escape-pod-scooped]" = "";
"[mine-launched]" = "";
"[weapon-overheat]" = "";
"[wormhole-created]" = "";
*/
Excitedly, I moved two lines out of the commented section, and completed the necessary information.
"[aegis-planet]" = "dt_nearing_planet.ogg";
"[aegis-station]" = "dt_nearing_station.ogg";
And nothing.
Eager to compare my obviously mistaken effort with a known-to-be-good source, I went to download milinks' original Custom Sounds OXP. The download link on our wiki page, to a certain
www.box.com, is broken.
Increasingly desperate, I searched this forum for relevant keywords, which brought me to this topic. Has this really been unresolved since 2006?
Re: Custom Sounds.OXP
Posted: Fri Mar 28, 2025 9:17 am
by Cholmondely
Try this:
https://app.box.com/s/53bxfoogkb
(I went back through the wiki page history to find an earlier page which had this link - there is also an early BGS variant).
You do know that both Orchestral Music Library Demo & Arquebus's Contextual Jukebox play special music when approaching planet orbit and station aegis?
Re: Custom Sounds.OXP
Posted: Fri Mar 28, 2025 9:43 am
by Wildeblood
Cholmondely wrote: ↑Fri Mar 28, 2025 9:17 am
You do know that both Orchestral Music Library Demo & Arquebus's Contextual Jukebox play special music when approaching planet orbit and station aegis?
But do they do it on Windows, or just Mac? Milinks' original message was that it did not work Windows, and he asked if it worked on other OSes.
I've not tried either, but they're probably being played from within javascript events, rather than natively from customsounds.plist.
Re: Custom Sounds.OXP
Posted: Fri Mar 28, 2025 10:29 am
by another_commander
Wildeblood wrote:But do they do it on Windows, or just Mac?
The extra sounds in customsounds.plist work fine on Windows, as well as the music events in the two music OXPs. The reason it doesn't seem to work with the two events you tried is that the code that calls the sound playing for those exists only in a specific spot which handles compass AI messages originating from the older style plist AIs. In short, the code does not trigger under normal conditions.
Re: Custom Sounds.OXP
Posted: Fri Mar 28, 2025 10:48 am
by Cholmondely
another_commander wrote: ↑Fri Mar 28, 2025 10:29 am
the code that calls the sound playing for those exists only in a specific spot which handles compass AI messages originating from the older style plist AIs.
Are the old .plist AIs kaput, then? Hotrods seems to work for me, so I presume not.
Re: Custom Sounds.OXP
Posted: Fri Mar 28, 2025 10:49 am
by another_commander
No, they should still work fine, but all core AIs have been switched to JS and the old style is still in exactly for compatibility reasons.
Re: Custom Sounds.OXP
Posted: Fri Mar 28, 2025 12:33 pm
by Wildeblood
another_commander wrote: ↑Fri Mar 28, 2025 10:29 am
The extra sounds in customsounds.plist work fine on Windows, as well as the music events in the two music OXPs. The reason it doesn't seem to work with the two events you tried is that the code that calls the sound playing for those exists only in a specific spot which handles compass AI messages originating from the older style plist AIs. In short, the code does not trigger under normal conditions.
So... are you saying that this:
/* The following can also be used:
"[aegis-planet]" = "";
"[aegis-station]" = "";
"[escape-pod-scooped]" = "";
"[mine-launched]" = "";
"[weapon-overheat]" = "";
"[wormhole-created]" = "";
*/
Actually means this:
/* The following can also be used:
"[escape-pod-scooped]" = "";
"[mine-launched]" = "";
"[weapon-overheat]" = "";
"[wormhole-created]" = "";
*/
/* The following are deprecated, and can no longer be used:
"[aegis-planet]" = "";
"[aegis-station]" = "";
*/
And it was just a weird co-incidence, caused by my reckless choice to, you know, start at the top and work down.
Re: Custom Sounds.OXP
Posted: Fri Mar 28, 2025 12:47 pm
by another_commander
Theoretically those two could be triggered, I just can't see how this would occur in practice right now. If you have an AI in plist format that sends the message AEGIS_CLOSE_TO_MAIN_PLANET or AEGIS_IN_DOCKING_RANGE then the sounds should play, but if you are the player ship chances are this won't be happening anytime soon (since you, yourself, are the AI for the player ship and not some plist). But I gave just a cursory look at that code so I could have very well missed something there. I just can't see it happening based on what I have seen so far.
If you try with the weapon overheating sound or the escape pod scooped one (make sure a ship ejects the pod, do NOT spawn it yourself because it won't work, it needs to have a pilot inside), you will find out that the sounds play normally.