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Old 02-07-2010, 03:12 PM   #1
Aravis
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Default [IMPLEMENTED]-[Sound] Global Silence


As the ultimate of Silencer is supposed to silence everything, i suggest that all sounds (attack sounds, hero sounds, item sounds...) should me muted during Silencers ultimate.
Sounds outside of the map (hero killing sounds) should not be affected.

Edit:
dejaime made a testmap (NEW: version 1.2) for this suggestion:
Attached Files
File Type: w3x Sound Map Test dejaime.w3x (9.4 KB, 796 views)
 
Last edited by Jenova-; 03-25-2010 at 08:02 AM.
Old 02-07-2010, 03:14 PM   #2
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Default Re: [Sound] Global Silence

Well, in Dota silence means only that the skills cant be used, so t-null for now.
 
Old 02-07-2010, 03:18 PM   #3
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Default Re: [Sound] Global Silence

What would rather be better is turning off all the 'talking' audio files of heroes when they are silenced. That is, if it can be coded without too much trouble.
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Old 02-07-2010, 03:22 PM   #4
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Default Re: [Sound] Global Silence

Sound's really cool lol. I'd love to NOT hear the sound of pulsing firewaves, echo slams, and haunts.

T-up
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Old 02-07-2010, 03:25 PM   #5
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Default Re: [Sound] Global Silence

that would be awesome just a "visual" change. T-UP
 
Old 02-07-2010, 04:16 PM   #6
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Default Re: [Sound] Global Silence

Great idea. Even if, in w3, silence means just to stop opponents from casting spell this would be a great and unique effect, that won't affect gameplay at all, so big T-up!
 
Last edited by Zangetsu2201; 02-07-2010 at 08:37 PM.
Old 02-07-2010, 08:35 PM   #7
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Default Re: [Sound] Global Silence

Op is a genius, this would make Global Silence awesome.
 
Old 02-07-2010, 08:47 PM   #8
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Default Re: [Sound] Global Silence

Global Stfu sound would be nice..,
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Old 02-07-2010, 09:01 PM   #9
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Default Re: [Sound] Global Silence

Would be epic^^ but I don't know if it is really a good idea...
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Old 02-08-2010, 11:23 AM   #10
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Default

Thumbs Up, that is if it's codeable
I'd totally play silencer just to see(or rather, hear) the visual(or rather audio, wait or is it no audio?) effect
 
Last edited by Thor_21; 02-08-2010 at 11:40 AM.
Old 02-08-2010, 11:35 AM   #11
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Default Re: [Sound] Global Silence

Not quite sure. If it can be made fast and without any bugs this would be cool, but it would be a waste of time if it doesn't.
 
Old 02-08-2010, 11:48 AM   #12
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Default Re: [Sound] Global Silence

I don't know if the kill sound shouldn't be silenced.I this.
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Old 02-08-2010, 05:11 PM   #13
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Default Re: [Sound] Global Silence

Nice idea!
Who cares about that it isnt entirely logical.
Its really cool, its codable and it should get implemented .
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Old 02-08-2010, 05:44 PM   #14
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Default Re: [Sound] Global Silence

Quote:
Originally Posted by CrucialMistake View Post
What would rather be better is turning off all the 'talking' audio files of heroes when they are silenced. That is, if it can be coded without too much trouble.
As far as my coding experience goes, you can't do that.

On Topic:
Brilliant idea. Will have a more epic feeling to Global Silence.
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Old 02-09-2010, 03:53 AM   #15
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Default Re: [Sound] Global Silence

Quote:
Originally Posted by Graupel View Post
Sound's really cool lol. I'd love to NOT hear the sound of pulsing firewaves, echo slams, and haunts.

T-up
hey.
guess what..
even now you won't coz the enemies can't cast spells.. ^^
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Old 02-09-2010, 06:45 AM   #16
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Default Re: [Sound] Global Silence

Quote:
Originally Posted by carlvic View Post
hey.
guess what..
even now you won't coz the enemies can't cast spells.. ^^
But allies can. Anyway, Menu -> Options -> Sound -> Sound Effects -> Uncheck box (that's my default setting (: )
 
Old 02-09-2010, 08:09 PM   #17
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Default Re: [Sound] Global Silence

Quote:
Originally Posted by HellCraft View Post
As far as my coding experience goes, you can't do that.

On Topic:
Brilliant idea. Will have a more epic feeling to Global Silence.
If I were you, I would stop saying things are uncodeable... Some knowledge upon w3 coding is required to say that...

Sounds are perfectly blockable with a simple single boolean variable you can test before playing any sound. The trigger should be enabled as soon as anyone picks up silencer.

The test should be like this:
Code:
if SILENCE == false{
    Play Sound.
}
This way, global sounds would be canceled.

I used the classical way with the music, with speech and other, it's possible to do any kind of sound removing.

@edit
I've made a test map to show that it's possible.
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Last edited by Dejaime; 02-10-2010 at 03:07 PM.
Old 02-10-2010, 05:18 AM   #18
HellCraft
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Default Re: [Sound] Global Silence

Quote:
Originally Posted by dejaime View Post
If I were you, I would stop saying things are uncodeable... Some knowledge upon w3 coding is required to say that...

Sounds are perfectly blockable with a simple single boolean variable you can test before playing any sound. The trigger should be enabled as soon as anyone picks up silencer.

The test should be like this:
Code:
if SILENCE == false{
    Play Sound.
}
This way, global sounds would be canceled.

I used the classical way with the music, with speech and other, it's possible to do any kind of sound removing.

@edit
I've made a test map to show that it's possible.
Wow, didn't know that counts player-specific sounds.
But then, even streak sounds will be silenced which we don't want.
However we can always add a if((sound!=killingspree)&&(sound!=...)) and then play the sound.
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Last edited by HellCraft; 02-10-2010 at 05:47 AM.
Old 02-10-2010, 06:50 AM   #19
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Default Re: [Sound] Global Silence

Quote:
Originally Posted by dejaime View Post
If I were you, I would stop saying things are uncodeable... Some knowledge upon w3 coding is required to say that...

Sounds are perfectly blockable with a simple single boolean variable you can test before playing any sound. The trigger should be enabled as soon as anyone picks up silencer.

The test should be like this:
Code:
if SILENCE == false{
    Play Sound.
}
This way, global sounds would be canceled.

I used the classical way with the music, with speech and other, it's possible to do any kind of sound removing.

@edit
I've made a test map to show that it's possible.
Effing awesome map! Very good, I didn't know you can even choose what sounds to silence. But I've seen there is still a "whoot" sound which can't(?) be muted. What's with it? Anyway, very good job for the rest.
 
Old 02-10-2010, 07:39 AM   #20
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Default Re: [Sound] Global Silence

Quote:
Originally Posted by Graupel View Post
Sound's really cool lol. I'd love to NOT hear the sound of pulsing firewaves, echo slams, and haunts.

T-up
Pulsing firewaves, echo slams and haunts can't be casted when you are silenced.
Anyway, I support this as I did before.
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