Greetings, Nick.

Developing a sound pack for a mud is highly dependant on your client's own abilities. Most clients allow you to add a trigger and attach a sound file to said trigger (GMUD32), while more sophisticated clients will allow you to script responses to a trigger, and thus provide conditional sounds, depending on what the trigger sends to the script (ZMUD). Still other clients allow you to use a more thorough trigger matching scheme, thereby ensuring that you are indeed matching the correct text, rather than a faked message from a player (MUSHClient).


Most of these clients employ some form of a scripting language, though you may not need to learn it to make simple sound triggers. If you, however, want to make a trigger that is a bit more complex, that takes into consideration what's actually happening and adjust the sounds accordingly, then some scripting and knowledge of Regular Expressions may be in order (although the latter could be voluntary).

You'll want to read up on VBScript, Javascript, and a few other scripting languages if you want to enhance your triggers, and most of the tutorials and guides to these can be found via Google, the W3 Schools site, or Dev Guru.
Regular Expressions are explained at:
http://www.regular-expressions.info/

Kai

----- Original Message ----- From: "Nick Helms" <nick.he...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Monday, March 30, 2009 6:35 PM
Subject: Re: [Audyssey] Sound Packs


I'd like to learn how to make soundpacks for muds. Anyone know where I
could learn?

On 3/30/09, Thomas Ward <thomasward1...@gmail.com> wrote:
Hi,
Not true. Lonewolf was developed before GMA began encrypting their sound
effects. I have created my own sound effects library for Lonewolf.

Constantine wrote:
 > I don't think so - loan wolf uses its own sounds and you can't modify
 > them I don't think.
 >
 >
 > contact details:
 >
 > email: tcwoo...@shaw.ca


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