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Updated: 05/10/22 03:43 PM
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Compatibility:
Scions of Ithelia (9.3.0)
Endless Archive (9.2.5)
base-game patch (9.1.5)
Necrom (9.0.0)
Scribes of Fate (8.3.5)
Firesong (8.2.5)
Lost Depths (8.1.5)
High Isle (8.0.0)
Updated:05/10/22 03:43 PM
Created:03/18/15 08:14 PM
Monthly downloads:140
Total downloads:26,543
Favorites:27
MD5:
Categories:Combat Mods, Buff, Debuff, Spell, Casting Bars, Cooldowns, Character Advancement, Miscellaneous
9.3.0
FCO Ultimate Sound  Popular! (More than 5000 hits)
Version: 0.1.8
by: Baertram [More]
IMPORTANT CHANGE - Version 0.1.1
This addon depends on the following libraries:
-LibAddonMenu-2.0
-LibAddonMenu SoundSlider Widget

FCO Ultimate Sound

This addon is able to turn off, or change, the sound which is played, if your ultimate abilities reach 100%.

Currently you are able to:
  • Select from all ingame sounds to play (only UI sounds are able to be selected, no skill, combat, mount, whatever sounds -> Impossible!)
  • Set different sounds for weapon bar 1 and weapon bar 2
  • Enable the ultimate ready sound only if you are in combat
  • Always play the ultimate ready sound if you switch your weapon bars (and the ultimate is ready)
  • or just switch the sound off if you don't need it

In addition this addon is able to play a sound if you switch your weapon bars. Choose from 567 different sounds. Set different sounds for your 2 weapon bars.
Sound will be played before the ultimate sound.
And it will only be played out of combat if you tell the addon to do so.

The addon comes with a LAM settings panel.
Standard settings:
-Play ultimate ready sound only in combat
-Always play ultimate ready sound if you switch weapon bars

Chat commands:
/fcoultimatesound or /fcous (they are both the same)

"/fcous" Show help
"/fcous toggle" Toggle the "Ultimate ready" sound on/off
"/fcouss" Open the 'FCO Ultimate Sound' settings panel

If you want other sounds to select from please tell me which sound (only available ingame sounds, no custom sounds!) you would like to have added and I'll add it.



GitHub: https://github.com/Baertram/FCOUltimateSound
Version 0.1.8 2022-05-10
Updated API
Updated slot functions for PTS High Isle
Fixed code


Version 0.1.7 2022-04-16
Updated API and dependencies.
Changed code and removed redundancies.
(Hopefully) fixed the "default" ultimate ready sound playing as your ultimate got ready, instead of using your own set sounds for the curerntly active weapon bar

Version 0.1.6 2022-02-02
-Removed left over debug lines

Version 0.1.5 2022-02-01
-Updated API version
-Fixed weapon pair switch sounds not playing properly

Version 0.1.4 2021-10-20
-Updated API version
-Removed dependency to LibLoadedAddons

0.1.3 - Attention: The SavedVariables will reset! LOGOUT and backup your SV data before updating, if you need the old data.
-Updated APIversion
-Updated dependency versions
-Stripped backup LibStub calls
-Changed the ultimate sounds to use the slider with ALL ingame UI sounds, instead of only a few "dropdown" entries.
It's better to have all sounds to choose as to only have a few.
This is the list of the old sounds you had as choice:
"ABILITY_ULTIMATE_READY",
"BLACKSMITH_IMPROVE_TOOLTIP_GLOW_FAIL",
"SKILL_LINE_LEVELED_UP",
"OBJECTIVE_ACCEPTED",
"ENCHANTING_ARMOR_GLYPH_PLACED",
"NOTIFICATIONS_WINDOW_OPEN",
"CHAMPION_POINT_GAINED",
"MARKET_CROWNS_SPENT",
"CLOTHIER_EXTRACT_START_ANIM",
"SKILL_LINE_ADDED",
"BOOK_OPEN",
"BOOK_ACQUIRED",
"BOOK_PAGE_TURN",
"STORE_WINDOW_REPAIR_CLICKED",
"SMITHING_START_RESEARCH",
"MAIL_ITEM_DELETED",
"MAIL_ITEM_SELECTED",
"CHAMPION_ZOOM_OUT",
"CHAMPION_ZOOM_IN",
"CHAMPION_CYCLED_TO_THIEF",

The slider is sorted alphabetically and by changing the slider the label will show the name of the currently selected. So you are able to select the old values as before via the slider easily.

-Changed SavedVariables to save server dependent -> SavedVariables will be reset due to this!
-Fixed character SavedVariables to save with the unique characterId instead of the name (rename safe)
-Changed a few performance related code lines

0.1.2
-Updated APIversion
-Updated library calls to support global variables instead of LibStub

0.1.1
Updated API and removed libraries.
You need to install them as standalone versions.
Check the description for infformation what a library is, what a standalone library is, what other addons are helping you to see the dependent libraries of an addon, and how you are able to install them properly as a standalone version.

0.1.0
Updated API and libraries

0.0.9d
-Api raise to Morrowind
-Updated french translations (Thanks to lexo1000)

0.0.9c
-Api raise to Homestead
-Updated library LAM

0.0.9b
-Fixed sounds not played.
-Updated possible sounds for weapon changes.
-Added suport for more languages (Japanese and Russian translation wanted :-) )

0.0.9a
Updated library libAddonMenu 2.0 r23

]0.0.9
Updated API
Updated libraries

0.0.8b
-Updated LAM to 2.0 r25
-Updated API to Shadows of the Hist

0.0.8a
API raised to Dark Brotherhood

0.0.8
-Updated: Library libAddonMenu 2.0 to version 20

0.0.7
-Updated: API version to Thieves Guild
-Updated: Library libAddonMenu 2.0 to version 19

0.0.6
-Updated API version to support patch 2.2
-Added support for FastAPI tool: http://www.esoui.com/downloads/info1220-FastAPI.html

0.0.5b
Updated: API to version 100012

0.0.5a
Updated: LibStub v4

0.0.5
Added on request:
This addon is now able to play a sound if you switch your weapon bars.
Choose from 567 different sounds. Set different sounds for your 2 weapon bars.
The weapon switch sound will be played before the ultimate sound (sometimes they fade into each other).
And it will only be played out of combat if you tell the addon to do so!

0.0.4
Updated: LibStub v3 & LibAddonMenu 2.0 r18

0.0.3
-Changed name to "FCO Ultimate Sound"
-Added feature: Use different 'ultimate ready' sounds for weapon bar 1 and weapon bar 2
-Added feature: Always play 'ultimate ready' sound if you switch the weapon bars and the ultimate is ready

0.0.2a
-Added french translations. Very big tahnks to "Chou" for the help!

0.0.2
-Added feature: Settings to enable the ultimate ready sound only if you are in combat
Archived Files (26)
File Name
Version
Size
Uploader
Date
0.1.7
14kB
Baertram
04/16/22 03:24 PM
0.1.6
13kB
Baertram
02/02/22 07:10 AM
0.1.5
13kB
Baertram
02/01/22 03:25 PM
0.1.4
13kB
Baertram
10/20/21 12:33 PM
0.1.3
13kB
Baertram
12/21/20 05:24 PM
0.1.2
14kB
Baertram
05/03/19 08:56 AM
0.1.1
14kB
Baertram
09/17/18 09:07 AM
0.1.0
60kB
Baertram
03/04/18 08:23 AM
0.0.9d
58kB
Baertram
05/14/17 07:02 AM
0.0.9c
58kB
Baertram
02/06/17 02:30 PM
0.0.9b
56kB
Baertram
12/18/16 04:39 PM
0.0.9a
59kB
Baertram
10/30/16 01:58 PM
0.0.9
56kB
Baertram
10/02/16 07:41 PM
0.0.8b
54kB
Baertram
07/17/16 01:13 PM
0.0.8a
56kB
Baertram
05/14/16 03:51 PM
0.0.8
56kB
Baertram
03/26/16 04:56 PM
0.0.7
51kB
Baertram
03/07/16 02:08 PM
0.0.6
49kB
Baertram
11/01/15 03:33 PM
0.0.5b
49kB
Baertram
08/31/15 05:12 PM
0.0.5a
49kB
Baertram
08/04/15 01:47 PM
0.0.5
49kB
Baertram
07/22/15 10:09 AM
0.0.4
45kB
Baertram
06/14/15 02:14 PM
0.0.3
38kB
Baertram
04/25/15 03:16 PM
0.0.2a
36kB
Baertram
04/08/15 08:14 PM
0.0.2
36kB
Baertram
03/30/15 10:19 AM
0.0.1
36kB
03/18/15 08:14 PM


Post A Reply Comment Options
Unread 09/18/22, 11:03 AM  
HowellQagan
 
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Forum posts: 11
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FYI LibAddonMenuSoundSlider isn't listed in dependencies in Description.
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Unread 04/29/22, 05:02 PM  
Baertram
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Todo: PTS API 101034 High Isle
Change GetSlot* functions to use the proper hotbar_category (if quickslot e.g.)
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Unread 02/02/22, 08:57 AM  
sharkq

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Originally Posted by Baertram
Very confusing. Seems to work with weapon bar 1 for me, but not for bar 2 somehow.
And only with 173 but not with 460...

Edit:
Found it. Fix is on the way
thanks <3 now everything works just fine

and sorry again, my English is so terrible
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Unread 02/02/22, 07:42 AM  
tseka

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Originally Posted by Baertram
Yep, forgot to comment 2 lines
Update again please to 1.6
a new world record in bug fix turn around time - works like a charm now

thanks a LOT
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Unread 02/02/22, 07:09 AM  
Baertram
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Yep, forgot to comment 2 lines
Update again please to 1.6
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Unread 02/02/22, 07:00 AM  
tseka

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debug code left in latest version?

I just installed the latest version using Minion. and now I get pretty much every sound in game logged into my chat window (I never realized there are SOOO many ).

my chat windows is flooded with lines like this:

[FCOUltimateSound_PlaySound_Hook] sound: Quest_Complete, forcePlay: false

(the sound name changes "obviously")


that's some debug code at work? or a new setting I missed?

thanks for a great addon
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Unread 02/01/22, 02:51 PM  
Baertram
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Very confusing. Seems to work with weapon bar 1 for me, but not for bar 2 somehow.
And only with 173 but not with 460...

Edit:
Found it. Fix is on the way

Originally Posted by sharkq
Originally Posted by Baertram
Ah, it's about the weapon bar switch sound
yes, sorry if my explanations were confusing) and thanks for the quick response
Last edited by Baertram : 02/01/22 at 03:18 PM.
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Unread 02/01/22, 10:58 AM  
sharkq

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Originally Posted by Baertram
Ah, it's about the weapon bar switch sound
yes, sorry if my explanations were confusing) and thanks for the quick response
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Unread 02/01/22, 10:45 AM  
Baertram
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Ah, it's about the weapon bar switch sound, not the ultimate sound played as bar switches.
Okay, will have a look.

Originally Posted by sharkq
I've tried 460 and 11 (https://cdn.discordapp.com/attachmen...68/unknown.png) and I hear these sounds in the settings menu but not during the swap itself
Last edited by Baertram : 02/01/22 at 12:17 PM.
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Unread 02/01/22, 10:30 AM  
sharkq

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I've tried 460 and 11 (https://cdn.discordapp.com/attachmen...68/unknown.png) and I hear these sounds in the settings menu but not during the swap itself
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Unread 02/01/22, 10:08 AM  
Baertram
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Originally Posted by sharkq
Hi~

I would like to report a possible problem with an addon

It seems like the bar swap sound feature doesn't work (there is no any sound during bar swap), I have tested it without any other addons and the result was the same for me.
And which sound are you using in your settings for the bar swap sound?
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Unread 02/01/22, 09:39 AM  
sharkq

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Hi~

I would like to report a possible problem with an addon

It seems like the bar swap sound feature doesn't work (there is no any sound during bar swap), I have tested it without any other addons and the result was the same for me.
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Unread 12/21/20, 05:24 PM  
Baertram
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0.1.3

Attention: The SavedVariables will reset! LOGOUT and backup your SV data before updating, if you need the old data.
-Updated APIversion
-Updated dependency versions
-Stripped backup LibStub calls
-Changed the ultimate sounds to use the slider with ALL ingame UI sounds, instead of only a few "dropdown" entries.
It's better to have all sounds to choose as to only have a few.
This is the list of the old sounds you had as choice:
"ABILITY_ULTIMATE_READY",
"BLACKSMITH_IMPROVE_TOOLTIP_GLOW_FAIL",
"SKILL_LINE_LEVELED_UP",
"OBJECTIVE_ACCEPTED",
"ENCHANTING_ARMOR_GLYPH_PLACED",
"NOTIFICATIONS_WINDOW_OPEN",
"CHAMPION_POINT_GAINED",
"MARKET_CROWNS_SPENT",
"CLOTHIER_EXTRACT_START_ANIM",
"SKILL_LINE_ADDED",
"BOOK_OPEN",
"BOOK_ACQUIRED",
"BOOK_PAGE_TURN",
"STORE_WINDOW_REPAIR_CLICKED",
"SMITHING_START_RESEARCH",
"MAIL_ITEM_DELETED",
"MAIL_ITEM_SELECTED",
"CHAMPION_ZOOM_OUT",
"CHAMPION_ZOOM_IN",
"CHAMPION_CYCLED_TO_THIEF",

The slider is sorted alphabetically and by changing the slider the label will show the name of the currently selected. So you are able to select the old values as before via the slider easily.

-Changed SavedVariables to save server dependent -> SavedVariables will be reset due to this!
-Fixed character SavedVariables to save with the unique characterId instead of the name (rename safe)
-Changed a few performance related code lines
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Unread 05/23/20, 08:08 AM  
Baertram
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Re: Hey, small request

This addon is related to ultimates not synergies.
Please ask the authors of the synergy related addons to add it or simply edit any addon you got, which is not updated that often, search for event_add_on_loaded and in the line there is a function name at the end, e.g.

Lua Code:
  1. EVENT_MANAGER:RegisterForEvent(FCOUS.addonVars.gAddonName, EVENT_ADD_ON_LOADED, FCOUltimateSound_Loaded)

Search fot the function name then, by using
Code:
function FCOUltimateSound_Loaded
and you'll find something like this:
Code:
local function FCOUltimateSound_Loaded(eventCode, addOnName)
In this function add this at the bottom, near the closing end of the function:
Lua Code:
  1. SOUNDS["ABILITY_SYNERGY_READY"] = SOUNDS["NONE"]

so it looks like this:

Lua Code:
  1. --Addon loads up
  2. local function FCOUltimateSound_Loaded(eventCode, addOnName)
  3.     --Is this addon found?
  4.     if(addOnName ~= FCOUS.addonVars.gAddonName) then
  5.         return
  6.     end
  7.     --Unregister this event again so it isn't fired again after this addon has beend reckognized
  8.     EVENT_MANAGER:UnregisterForEvent(FCOUS.addonVars.gAddonName, EVENT_ADD_ON_LOADED)
  9.  
  10.     FCOUS.addonVars.gAddonLoaded = false
  11. ...
  12.  
  13.     -- Registers addon to loadedAddon library
  14.     LIBLA:RegisterAddon(FCOUS.addonVars.gAddonName, FCOUS.addonVars.addonVersionOptionsNumber)
  15.  
  16. SOUNDS["ABILITY_SYNERGY_READY"] = SOUNDS["NONE"]
  17. end

Can be added in each addon which uses the event_add_on_loaded callback function (last parameter within the line EVENT_MANAGER:RegisterForEvent(name, EVENT_ADD_ON_LOADED, <callback functionName here>)

Or use this empty template addon here and add it to this addon.
You can also add other sound or other stuff to it then and noone will update and break it as you only did ot locally for yourself:
https://www.esoui.com/downloads/info...nTemplate.html


Originally Posted by Rexitus
Hey,

sweet addon, could you add option to it for script like this:
/script SOUNDS["ABILITY_SYNERGY_READY"] = SOUNDS["NONE"]

I really really hate the "ding" sound that you get when you walk over synergy and would like it to be removed without having to type the script every single time.

Or maybe add option to change the sound/remove it
Last edited by Baertram : 05/23/20 at 08:10 AM.
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Unread 05/23/20, 05:59 AM  
Rexitus

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Hey, small request

Hey,

sweet addon, could you add option to it for script like this:
/script SOUNDS["ABILITY_SYNERGY_READY"] = SOUNDS["NONE"]

I really really hate the "ding" sound that you get when you walk over synergy and would like it to be removed without having to type the script every single time.

Or maybe add option to change the sound/remove it
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