if incompatibleClient then return end -- rewritten custom voice system for Character Select -- by Agent X -- will need some revising in the future, but this will do for now. local SLEEP_TALK_SNORES = 8 local STARTING_SNORE = 46 local SLEEP_TALK_START = STARTING_SNORE + 49 local SLEEP_TALK_END = SLEEP_TALK_START + SLEEP_TALK_SNORES local function stop_all_custom_character_sounds() -- run through each player for i = 0, MAX_PLAYERS - 1 do local m = gMarioStates[i] -- get the voice table, if there is one local voiceTable = character_get_voice(m) if voiceTable ~= nil then -- run through each sample for sound in pairs(voiceTable) do -- if the sample is found, try to stop it if voiceTable[sound] ~= nil and type(voiceTable[sound]) ~= "string" then -- if there's no pointer then it must be a sound clip table if voiceTable[sound]._pointer == nil then for voice in pairs(voiceTable[sound]) do if type(voiceTable[sound][voice]) == "string" then break end audio_sample_stop(voiceTable[sound][voice]) end else audio_sample_stop(voiceTable[sound]) end end end end end end --[[local function stop_custom_character_sound(m, sound) local voiceTable = character_get_voice(m) -- if there's no pointer then it must be a sound clip table if type(voiceTable[sound]) == "string" then return end if voiceTable[sound]._pointer == nil then for voice in pairs(voiceTable[sound]) do if type(voiceTable[voice]) == "string" then break end audio_sample_stop(voiceTable[sound][voice]) end else audio_sample_stop(voiceTable[sound]) end end]] --- @param m MarioState --- @param sound CharacterSound local function custom_character_sound(m, sound) if optionTable[optionTableRef.localVoices].toggle == 0 then return NO_SOUND end -- get the voice table local voiceTable = character_get_voice(m) -- load samples that haven't been loaded for voice, name in pairs(voiceTable) do if type(voiceTable[voice]) == "string" then voiceTable[voice] = audio_sample_load(name) end end -- get the sample to play local voice = voiceTable[sound] if voice == nil then return NO_SOUND end local sample = voice -- if there's no pointer then it must be a sound clip table if voice._pointer == nil then -- run through each sample and load in any samples that haven't been loaded for i, name in pairs(voice) do if type(voice[i]) == "string" then voice[i] = audio_sample_load(name) end end -- choose a random sample sample = voice[math.random(#voice)] end -- play the sample audio_sample_stop(sample) if sound == CHAR_SOUND_SNORING1 or sound == CHAR_SOUND_SNORING2 or sound == CHAR_SOUND_SNORING3 then audio_sample_play(sample, m.pos, 0.5) else audio_sample_play(sample, m.pos, 1.0) end return NO_SOUND end --- @param m MarioState local function custom_character_snore(m) if is_game_paused() or optionTable[optionTableRef.localVoices].toggle == 0 then return end if m.action ~= ACT_SLEEPING then -- if m.isSnoring ~= 0 then -- stop_custom_character_sound(m, CHAR_SOUND_SNORING1) -- stop_custom_character_sound(m, CHAR_SOUND_SNORING2) -- stop_custom_character_sound(m, CHAR_SOUND_SNORING3) -- end return elseif m.actionState ~= 2 or (m.flags & MARIO_MARIO_SOUND_PLAYED) == 0 then return end local voice = character_get_voice(m) local snoreTable = voice[CHAR_SOUND_SNORING3] -- for some reason CS seemed to originally expect snoring to all be under SNORING3 for some reason??? -- if there's a pointer then it can't be a sound clip table if snoreTable == nil or snoreTable._pointer ~= nil then snoreTable = {} for i = CHAR_SOUND_SNORING1, CHAR_SOUND_SNORING3 do if voice[i] ~= nil then table.insert(snoreTable, voice[i]) end end end local animFrame = m.marioObj.header.gfx.animInfo.animFrame if snoreTable ~= nil and #snoreTable >= 2 then if animFrame == 2 and m.actionTimer < SLEEP_TALK_START then custom_character_sound(m, snoreTable[2]) elseif animFrame == 25 then if #snoreTable >= 3 then m.actionTimer = m.actionTimer + 1 if m.actionTimer >= SLEEP_TALK_END then m.actionTimer = STARTING_SNORE end if m.actionTimer == SLEEP_TALK_START then play_character_sound(m, CHAR_SOUND_SNORING3) elseif m.actionTimer < SLEEP_TALK_START then play_character_sound(m, CHAR_SOUND_SNORING1) end else play_character_sound(m, CHAR_SOUND_SNORING1) end end elseif animFrame == 2 then play_character_sound(m, CHAR_SOUND_SNORING2) elseif animFrame == 25 then play_character_sound(m, CHAR_SOUND_SNORING1) end end local function update() if is_game_paused() then stop_all_custom_character_sounds() end end hook_event(HOOK_UPDATE, update) hook_event(HOOK_ON_LEVEL_INIT, stop_all_custom_character_sounds) _G.charSelect.voice = { sound = custom_character_sound, snore = custom_character_snore, }