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  #1  
Unread 03-08-2005, 09:29 PM
hirebrand hirebrand is offline
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Default Customizing UI sounds

http://eqiiforums.station.sony.com/e...essage.id=1490

Hello

Many people have asked about customizing their UI sounds, much like they do with the UI graphics. With the latest update, customizing UI audio has been made easier.

Here is a brief explanation on how to do this:

In your Everquest II directory (ex, C:\Program Files\Sony\Everquest II) is a file called UIBuilder.zip. This file contains documentation (EQ2_UI_Customization.doc) on how to customize your UI. Section 5 of this document lists the sound calls that the user has the ability to change.

First, read through the documentation in the UIBuilder.zip. Look at the sounds you have the ability to change (section 5) and decide what you want to customize. In this example we are customizing friend online/offline alerts.

The table will look something like this:

Name | Description
ui_friend_logoff | Friend logoff alert
ui_friend_logon | Friend logon alert

The “Name” is what you’ll need to rename the sound file with a .wav extension, and the “Description” is what/when the sound is used in the game.

Second, choose some sound files that you like (these MUST be in WAV format).

Third, you have two choices as to where you put your new sounds.

· Everquest II/UI/Sounds – to replace the sound for ALL skins on the client
· Everquest II/UI/custom skin name here/Sounds – to replace the sounds for a particular skin

You will need to copy the wave files you have chosen into one of the above directories. Then you will need to rename these files to reflect the “Name” column that the documentation lists.

Example:
The wave file you have chosen to play when a friend logs on is originally called “online_alert.wav”. You will need to rename this to “ui_friend_logon.wav” in order for the UI to use this sound.

Finally, next time you run the game, you will hear your customized sounds!

cat
audio lead - everquest II
sony online entertainment

Last edited by hirebrand : 03-08-2005 at 09:31 PM.
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  #2  
Unread 03-09-2005, 02:24 AM
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Quote:
Originally Posted by hirebrand
http://eqiiforums.station.sony.com/e...essage.id=1490

Hello

Many people have asked about customizing their UI sounds, much like they do with the UI graphics. With the latest update, customizing UI audio has been made easier.

Here is a brief explanation on how to do this:

In your Everquest II directory (ex, C:\Program Files\Sony\Everquest II) is a file called UIBuilder.zip. This file contains documentation (EQ2_UI_Customization.doc) on how to customize your UI. Section 5 of this document lists the sound calls that the user has the ability to change.

First, read through the documentation in the UIBuilder.zip. Look at the sounds you have the ability to change (section 5) and decide what you want to customize. In this example we are customizing friend online/offline alerts.

The table will look something like this:

Name | Description
ui_friend_logoff | Friend logoff alert
ui_friend_logon | Friend logon alert

The “Name” is what you’ll need to rename the sound file with a .wav extension, and the “Description” is what/when the sound is used in the game.

Second, choose some sound files that you like (these MUST be in WAV format).

Third, you have two choices as to where you put your new sounds.

· Everquest II/UI/Sounds – to replace the sound for ALL skins on the client
· Everquest II/UI/custom skin name here/Sounds – to replace the sounds for a particular skin

You will need to copy the wave files you have chosen into one of the above directories. Then you will need to rename these files to reflect the “Name” column that the documentation lists.

Example:
The wave file you have chosen to play when a friend logs on is originally called “online_alert.wav”. You will need to rename this to “ui_friend_logon.wav” in order for the UI to use this sound.

Finally, next time you run the game, you will hear your customized sounds!

cat
audio lead - everquest II
sony online entertainment
Makes a note. 'Future Projects,
If someone doesn't beat me to it I need to make a sound play when buffs run out, or spells are refreshed. I would be stocked with arrows for days if I could just remember to hit my makeshift arrow button often enough.
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  #3  
Unread 03-09-2005, 02:41 AM
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Deathbane27 Deathbane27 is offline
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For the lazy...

Broadcast - Used for SOE broadcast messages
Buy_failed - Unable to purchase item
Click - UI click 2
coin_cha_ching - Purchased item
ding - DING!!!
encounter_broken - Broken encounter
frontend_pressed - UI click 1
inventory_attune - Attune item
inventory_cant_equip - Unable to equip item
inventory_destroy_item - Destroy item
inventory_equip - Equip item
inventory_un_equip - Unequip item
loot_failed - Unable to loot item
moveable_object_place_failed - Unable to place item (ie, house items)
place_item - Successful item placement (ie, house items)
quest_item - Quest item found
skill_up - Skill increase
spell_gained - New spell learned
too_far - Too far away from target
trade_accept - Trade accept
trade_propose - Trade offer
ui_chestdrop - Chest drop from NPC on death
ui_friend_logoff - Friend logoff alert
ui_friend_logon - Friend logon alert
ui_guild_lvl_up - Guild DING
ui_invite - Invite to group alert
ui_joined - Joined group alert
ui_pressed - UI click 1
ui_spirit_lvl_up - Tradeskill pristine item creation
ui_tell_receive - Incoming tell
ui_tell_send - Outgoing tell
ui_tradeskills_lvl_up - Tradeskill DING
war_drum - Slayer update
waypoint_activated - Waypoint alert


Nuts, nothing for spell fizzles. :/
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  #4  
Unread 03-09-2005, 04:05 AM
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not sure how the buff window works but would it be possible to use the onHide event for the icons to trigger a sound when a buff fades?
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  #5  
Unread 03-09-2005, 06:41 AM
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Quote:
Originally Posted by Deathbane27
encounter_broken - Broken encounter
Now where did I put my Monty Python and the Holy Grail sound clips?

"Run away! Run away!"
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Last edited by Dadditude : 03-09-2005 at 07:27 AM.
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  #6  
Unread 03-09-2005, 07:06 AM
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Bah.. Too far away from target.

I'm a ranger and we don't get a sound queue for that.
Do other classes get a sound queue for that?

Sometimes I get that when harvesting I think
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  #7  
Unread 03-09-2005, 07:50 AM
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I don't recall ever getting a too far sound, but some of the sounds are so subtle that it's easy to miss them—the chest sound, for instance. I know I've heard it many times, but I also know I've missed it just as often. Good thing it's hard to miss seeing the chest itself. (Maybe I should change that to Homer shouting "Woo hoo!" doubt I'd miss hearing that hehe)
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  #8  
Unread 03-09-2005, 04:43 PM
sunthas sunthas is offline
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Good ideas. Sorry about the double thread! I would love louder chest sounds!!
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  #9  
Unread 03-09-2005, 05:55 PM
Selae Selae is offline
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all I have to say is...

Strong Bad...

DELETED!!!

-Selae
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  #10  
Unread 03-12-2005, 01:08 PM
SOE_Bobble SOE_Bobble is offline
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Quote:
Originally Posted by taco-man
not sure how the buff window works but would it be possible to use the onHide event for the icons to trigger a sound when a buff fades?
Yes. You could easily hook into the HideSound property.

I may live to regret not testing this first. However at least I double checked the property names.

Adding one of the sound names to HideSound or ShowSound (or PressSound, ReleaseSound or any of the other *Sound) properties will play a named sound (see the list) in the game only. UIBuilder doesn't know about the sound list.

If you specify a wave file instead (current skin directory or default skin directory or specify a subdirectory and file) the sound will also play in UIBuilder.


PressSound="sounds/button.wav" - will play in UIBuilder and the game
PressSound="skill_up" - will only play in the game

Blame me and not Cat if the sounds aren't working properly.
MrBobble
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  #11  
Unread 03-12-2005, 01:18 PM
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Quote:
Originally Posted by SOE_Bobble
Yes. You could easily hook into the HideSound property.

I may live to regret not testing this first. However at least I double checked the property names.

Adding one of the sound names to HideSound or ShowSound (or PressSound, ReleaseSound or any of the other *Sound) properties will play a named sound (see the list) in the game only. UIBuilder doesn't know about the sound list.

If you specify a wave file instead (current skin directory or default skin directory or specify a subdirectory and file) the sound will also play in UIBuilder.


PressSound="sounds/button.wav" - will play in UIBuilder and the game
PressSound="skill_up" - will only play in the game

Blame me and not Cat if the sounds aren't working properly.
MrBobble
Very, very nice! Thanks for the tip!!
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  #12  
Unread 03-12-2005, 01:37 PM
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Just tried HideSound with eq2ui_mainhud_maintained.xml. It seems that the maintained icons aren't being hidden by the server when the efect they represet runs out. At least, not in such a way as to trigger a HideSound on the client end.

Tried adding the HideSound to the Page, Image, and Icon definitions, but to no avail on any of the three. Interesting note: it works perfectly in UIBuilder when toggling visibility, but when a buff (I was testing with Toughness) runs out in-game no sound is played. Shame really, I was psyched about having an aural cue for when my reactive heals drop. Ah well, such is life.
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  #13  
Unread 03-12-2005, 01:42 PM
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Quote:
Originally Posted by ger
Just tried HideSound with eq2ui_mainhud_maintained.xml. It seems that the maintained icons aren't being hidden by the server when the efect they represet runs out. At least, not in such a way as to trigger a HideSound on the client end.

Tried adding the HideSound to the Page, Image, and Icon definitions, but to no avail on any of the three. Interesting note: it works perfectly in UIBuilder when toggling visibility, but when a buff (I was testing with Toughness) runs out in-game no sound is played. Shame really, I was psyched about having an aural cue for when my reactive heals drop. Ah well, such is life.

Aww shucks!
Me too!
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  #14  
Unread 03-24-2005, 02:53 AM
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Deathbane27 Deathbane27 is offline
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Quote:
Originally Posted by SOE_Bobble
PressSound="sounds/button.wav" - will play in UIBuilder and the game
PressSound="skill_up" - will only play in the game

Blame me and not Cat if the sounds aren't working properly.
MrBobble
Actually, PressSound="sounds/button.wav" only works in UIBuilder. I can't seem to be able to get a custom sound to play in the game without overwriting one of the "list" sounds.

So anything that works in-game will not work in UIBuilder, and vice versa.

Give Cat a poke for me.
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  #15  
Unread 03-24-2005, 02:56 AM
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Anyone want to post a mod that when New Mail comes in it says .....


YOU'VE GOT MAIL....

Just Kidding folks but I think it could probably be done....
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  #16  
Unread 03-24-2005, 06:16 AM
hiroprotagonist hiroprotagonist is offline
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Found a sight with a Homer wave on it for ya, sounds great in game too. http://www.filelibrary.com/ , has just about all you could ask for. There is no clean Run Away from Monty Python though and in game it sounds rathah horrid ol'e boy.
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  #17  
Unread 04-25-2005, 03:15 PM
aprilmaeshowers aprilmaeshowers is offline
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Is there a file name for when you die? Sometimes i go AFK and would like an alarm or something like GAME OVER hehe
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  #18  
Unread 04-25-2005, 03:30 PM
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how about changing the sound for each zone. like to a song you enjoy listening to? like Fight Fire with Fire by Metallica for Lavastorm, or Trapped Under Ice by Metallica for Everfrost. Not saying I'd use these but they'd fit!
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  #19  
Unread 04-25-2005, 06:06 PM
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Quote:
Originally Posted by Spydie
how about changing the sound for each zone. like to a song you enjoy listening to? like Fight Fire with Fire by Metallica for Lavastorm, or Trapped Under Ice by Metallica for Everfrost. Not saying I'd use these but they'd fit!
Thats actually totally different. the ambient music (or whatever you call it) uses an MP3, so you COULD change that I suppose, or you could use the CSM/MP3 player we got around here somewhere, OR, hehe, you could just run MP3 player in the background. Tends to overrule gamesounds.

Quote:
Originally Posted by aprilmaeshowers
Is there a file name for when you die? Sometimes i go AFK and would like an alarm or something like GAME OVER hehe
Hmmmmm... thats an idea. theoretically, you would use ShowSound to play whatever wave file you wanted upon the window popping up. I have been looking for some sound file actually ... I don't know if anyone every played Hunt the Wumpus waaaaaaaaaay back in the 80's but they had the coolest DEATH music ever. I been wanting to push that into my OericDeath mod, but I cannot find a file of that sound anywhere. Either that or the Cackling skeleton laugh.

EDIT: Apparently, according to the list above, there isnt a wav allocated for death. Fooey. Must be some other way to do this.

Last edited by dc_roenfanz : 04-25-2005 at 10:24 PM.
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  #20  
Unread 04-26-2005, 02:08 AM
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Quote:
Originally Posted by dc_roenfanz
EDIT: Apparently, according to the list above, there isnt a wav allocated for death. Fooey. Must be some other way to do this.
Use ShowSound on an item in the list that isn't used, then set the sound to that item as per the instructions.
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  #21  
Unread 04-26-2005, 02:48 AM
Spydie Spydie is offline
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found the perfect run away wav, it's monty python and sounds perfect. laughed my ass off testing it....

I even renamed it encounter_broken.wav but it's in a zip file so I could attach it....
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File Type: zip encounter_broken.zip (28.1 KB, 276 views)
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  #22  
Unread 04-26-2005, 07:03 AM
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Quote:
Originally Posted by Deathbane27
Use ShowSound on an item in the list that isn't used, then set the sound to that item as per the instructions.
Thanks Deathbane. As far as I can tell, the only one that isn't used it too_far. Spose I'll use that one
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  #23  
Unread 05-03-2005, 02:44 PM
Daft_Ghosty Daft_Ghosty is offline
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Is there a sound file listed yet for New Mail? I've looked around some and haven't noticed it yet. I figured if anyone knew it would be you guys, and gals.
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  #24  
Unread 06-19-2005, 05:20 AM
shynnmoon shynnmoon is offline
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Lightbulb Death Noise

Don't know if this is possible - but perhaps you are looking in the wrong places. I know the death popup window can be modded - can you hardcode something into it that activates a noise instead of having an outside source 'watch' for that window to open?
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