Thread: Frame174, & discovery & theorys

Page 1 of 2 12 LastLast
Results 1 to 10 of 18
  1. #1 Frame174, & discovery & theorys 
    Registered Member Dart Zamaki's Avatar
    Join Date
    Oct 2008
    Posts
    78
    Thanks given
    0
    Thanks received
    0
    Rep Power
    42
    As we now know, we now can use the "frame174" and know how to use it right?
    Well, not completely. Well, we know that it makes sounds from the cache files, and
    make moparscape's have more feel to it.

    As what I looked yesterday, someone posted about the sounds work

    Now look at this code. {This code was posted by: 0 b b y}
    But I am going to show you what is shown within this.

    Code:
     public void frame174(int i1, int i2, int i3) { // sound frame
            outStream.createFrame(174);
            outStream.writeWord(i1);
            outStream.writeByte(i2);
            outStream.writeWord(i3);
            updateRequired = true;
            appearanceUpdateRequired = true;
        }
    Then when I seen this what o b b y posted, I took a look into it.

    frame174(sound id, delay, idk);

    Well, as a result, by making a command "::174" and only using the
    "sound id" (as shown) as a usable argument, and leaving the delay
    argument in 20, I noticed something...

    The "delay" relates more into loops of the sound, of HOW MANY TIMES IT SHOULD LOOP.
    But I also noticed it only works on some sounds.
    Yes, I counted the sound.

    Here are two I looked into, and found out how that happened.
    - 802: {Can loop} - idk for sure, but sounds like what you hear from sience labs (potions like thing)
    - 803: {Can loop} - sounds like wind background + either sword sound or washing machine? (hard to tell)

    well, you try it: (BUT YOU GOT TO HAVE FRAME174 ADDED TO CLIENT TO MAKE THIS WORK)


    Code:
    if (command.startsWith("174")) {
                try {
                    int i1 = Integer.parseInt(command.substring(4));
                    int i2 = 5;
                    int i3 = 1;
    
                    c.frame174(i1,i2,i3);
    				
                } catch (Exception e) {
                    c.sendMessage("Wrong Syntax! Use as ::174 ####");
                }
            }
    now if you have the code in right, and put "::174 802", (and didn't edit the command code I put here),
    you should of heard a part of the sound 5 times. (in the command, the i2).
    Well, to prove this, go in your commands part, and change the i2 = 5;, into i2 = 20;

    then play "::174 802" then you will notice that sound plays ALOT longer.
    At first I thought thats how the sound played, but now I see why people put on list "idk for sure, but this could be <example: water>" or something


    Thats why there a few lists people made that no since when they heard the sound!
    It makes perfect since.



    =========================
    Now if you remember, the argument part "i3" in the command, (as I know of) its not discovered yet.

    Well, heres my thoughts on it.
    These are only thoughts though! So you can't say im right or wrong on something I don't know 100% on. (And im only trying to help.)


    - It could mean "loop on or off", (Well, if thats true, the sounds should of been looping already.)
    - It could mean sound EFFECTS. (if you ever used game maker 7, you know what I mean.) If you haven't, I'll explain. It could mean that it could sound even MORE different from what it is normally.(example: gargle, echoing, etc.)
    - It could also mean it could link itself to other sounds. Like some sounds on there sounds like it took from another sound and played a few in a odd order. It could somehow be like that. {Like sound linking}
    - And it could also mean volume. (In gml, I remember highest could be "0.00" to "1" (1 = highest and of course, 0.00 lowest) and the other numbers result as what we know here "null".
    So it could mean quite a few things.

    Well, I only looked into this last night, and I'm sorry if this is not very helpful... But I do hope it dose help someone figure out this more.

    And here is a small list I created. (There as close as I could get them as description can go.)
    Code:
    =============================
    - 800: Listen to it carefully, sounds like fire for a moment, and something metal blocking it (like a *cling* sound)
    - 801: Didn't hear any sound {Nothing}
    - 802: {Can loop} - idk for sure, but sounds like what you hear from sience labs (potions like thing)
    - 803: {Can loop} - sounds like wind background + either sword sound or washing machine? (hard to tell)
    - 804: Sounds like a boot hitting something then 3 weird sounds like a "neet neet neet" (hard to tell)
    - 805: Can almost sound like a weapon (but takes a moment to play sound)
    - 806: Sounds like you throw something in the air then it comes back and makes a sort of "smack" sound.
    - 807: Sounds like something dropping on floor or stomping your foot (idk)
    - 808: Hard to make what this is... Sorry.
    - 809: Sounds like a owl hooting then a mouse making noise
    - 810: Didn't hear any sound {Nothing}
    - 811: Reminds you of trying to light a fire (Makes sound 3 times) 
    - 812: Same as {- 811}
    
    
    
    ============Random=================
    - 900: Short screech kinda
    - 2500: Lighting a match, then fire sound effect.
    - 908: Hard to describe, but sounds pretty cool.





    Edit: ? 23 like view and no comments?
    Reply With Quote  
     

  2. #2  
    Registered Member

    Join Date
    Aug 2007
    Posts
    2,395
    Thanks given
    2
    Thanks received
    63
    Rep Power
    558
    I think people already knew this.
    Reply With Quote  
     

  3. #3  
    Registered Member Dart Zamaki's Avatar
    Join Date
    Oct 2008
    Posts
    78
    Thanks given
    0
    Thanks received
    0
    Rep Power
    42
    Well, what would be the "i3" of the arguments then?
    And idk. I tried.

    Well, what would be the "i3" of the arguments then?
    And idk. I tried.
    Last edited by Dart Zamaki; 12-06-2008 at 10:16 PM. Reason: Double posting is not allowed!
    Reply With Quote  
     

  4. #4  
    doom killer
    Guest
    Well, you atleast tried to figure it out, I think you're on the right way
    Nice Job, I can use the ::174 command
    Reply With Quote  
     

  5. #5  
    Banned

    Join Date
    Mar 2008
    Posts
    2,595
    Thanks given
    128
    Thanks received
    191
    Rep Power
    0
    i3 is possibly volume?
    Reply With Quote  
     

  6. #6  
    Registered Member Dart Zamaki's Avatar
    Join Date
    Oct 2008
    Posts
    78
    Thanks given
    0
    Thanks received
    0
    Rep Power
    42
    That's what else it could be. That is one of my thoughts. Hmm...
    The i3 is a mystory. I want to get this discovered to make this quicker.
    I mean, if its unknown, and someone makes sounds, and its diffrent from what someone else makes, then what?
    Reply With Quote  
     

  7. #7  
    Community Veteran

    Dust R I P's Avatar
    Join Date
    Jan 2008
    Posts
    2,599
    Thanks given
    197
    Thanks received
    221
    Rep Power
    586
    i have a tut that explains evrything about sonds... i even have a list of 1000+ sounds posted on this section
    Reply With Quote  
     

  8. #8  
    Registered Member Dart Zamaki's Avatar
    Join Date
    Oct 2008
    Posts
    78
    Thanks given
    0
    Thanks received
    0
    Rep Power
    42
    Well thats wonderful... But where would it be at?
    And I'm not here to BRAG either...
    Reply With Quote  
     

  9. #9  
    Donator


    Join Date
    Mar 2008
    Posts
    1,945
    Thanks given
    118
    Thanks received
    201
    Rep Power
    2104
    this is nice, but multi sound use would bemore intense like what swat did
    Attached image
    Reply With Quote  
     

  10. #10  
    Programmer, Contributor, RM and Veteran




    Join Date
    Mar 2007
    Posts
    5,147
    Thanks given
    2,656
    Thanks received
    3,731
    Rep Power
    5000
    Quote Originally Posted by lmctruck30 View Post
    this is nice, but multi sound use would bemore intense like what swat did
    The client can support up to four sounds, if you look into the cache folder you'll see: sound0, 1, 2 and 3. If you program the music player in the signlink correctly it'll work fine.
    .
    Reply With Quote  
     

Page 1 of 2 12 LastLast

Thread Information
Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)


User Tag List

Posting Permissions
  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •