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09/27/14, 12:22 PM   #1
Wykkyd
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Join Date: Feb 2014
Posts: 107
I did end up whipping up a quick parse of the game table into my own table on load (so I can do fancy things with the table, or so others can).

Any addon using LibWykkydFactory3 (latest version, being published today) would fire the :PlaySound command below. So, LootManager is just an example.

Code:
/script WYK_LootManager:PlaySound( 463 ) 
/script WYK_LootManager:PlaySound( "WOODWORKER_EXTRACT_START_ANIM" )
/script WYK_LootManager:PlaySound( SOUNDS.WOODWORKER_EXTRACT_START_ANIM ) 
-- ANY of those would play SOUNDS.WOODWORKER_EXTRACT_START_ANIM and would hike the sound to 100%, then return it to original

/script WYK_LootManager:PlaySound( 463,45,3 )
-- would hike the sound only to 45 and repeat the sound 3 times

/script WYK_LootManager:PlaySound( {[1]={ix=463,adj=2.5}},nil,2 )
-- this would play the 1 sound (out of the table), kick volume to 100 (default, since the parm is nil) and repeat twice
-- the "adj" value is the time that sound should run before the next command is issued


/script WYK_LootManager:PlaySound( {
        [1]={ix=463,adj=2.5}, -- WOODWORKER_EXTRACT_START_ANIM
        [2]={ix=466,adj=3.5}, -- WOODWORKER_IMPROVE_TOOLTIP_GLOW_SUCCESS
        [3]={ix=463,adj=2.5}, -- WOODWORKER_EXTRACT_START_ANIM
    },
    nil,
    2 
)
-- this would hike volume, play the three sounds with their own delays twice (the chain repeats), then return the volume to starting position
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ESOUI » Developer Discussions » Tutorials & Other Helpful Info » Sounds dump with (little) description


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