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@Filu2259
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Filu2259 commented Oct 2, 2025

Walker deaths as a city sound instead of sound effect? <3 please say yes <3

@Filu2259
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Filu2259 commented Oct 2, 2025

is it even possible to have them in real time while a city sound instead of a sound effect? :*/

@eugenikus8
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eugenikus8 commented Oct 2, 2025

Walker deaths as a city sound instead of sound effect? <3 please say yes <3

is it even possible to have them in real time while a city sound instead of a sound effect? :*/

All questions should be addressed to crudelios. He was the one who worked on reworking the sound engine.

@crudelios
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Why would walker deaths be a city sound?

City sounds repeat randomly every few seconds, and there is more than enough walker death repetition in the game.

@eugenikus8 eugenikus8 marked this pull request as draft October 7, 2025 06:34
@eugenikus8 eugenikus8 marked this pull request as ready for review October 7, 2025 12:00
@Filu2259
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Filu2259 commented Oct 7, 2025

I get your point. Mine is that city sounds play only when their source is on screen, like oil presses pressing oil. They are not as random to the player, because they are always in context and participate to immersion.

Sound effects on the other hand are meant to break immersion and signal acute issues so important that they usually come with a message. For example Fire and Collapse only happen once per building and they may ruin the city.

Once the player has received a message about the city mood or crime, death sounds are not adding more info. they only repeat themselves indefinitely until something a little worse happens, which comes with a variety of messages with their own sound effects: theft, looting, disgruntled, unhappy, angry, emigration...

Meanwhile protestor executions repeat over and over with trivial to no consequences. They spam, flood, pollute and break immersion while not being very useful. The player must tolerate them, desactivate all sound effects, or alter their gameplay without gameplay motivations. The sound could happen randomly in the very short time when the fighting prefect figure is visible, or any other more creative solution.

  • Would it be possible one way or another to play death sounds only when a walker dies on screen?
    Or
  • Would it be possible to desactivate death sounds in the audio settings?

There are several settings to enhance battles and military, thats only one more. Battles also have the cheering when enemies die so they won't fall silent. Many games allow removing blood or other death enhancement effects.

@crudelios
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Oh that makes sense! Those sounds are indeed annoying and limiting them to walkers being killed on screen will indeed reduce their frequency.

@eugenikus8 eugenikus8 changed the title City sound logic improvements Sounds: enable ambient sounds Oct 18, 2025
@Johannes-callidus
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Johannes-callidus commented Jan 18, 2026

Very well done just two small requests can you remove Colloseum, Amphitheatre, Arena and Gladiator school from the mute_on_enemy list because they produce walkers which can actually interfere in the fight.
And while you're at it can you add the sounds from https://github.com/Keriew/augustus/blob/master/src/window/building/utility.c#L480 and the next two functions to the properties of the newly added native buildings.

@eugenikus8
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Very well done just two small requests can you remove Colloseum, Amphitheatre, Arena and Gladiator school from the mute_on_enemy list because they produce walkers which can actually interfere in the fight.

I think that during invasions people are not in the mood for entertainment, so these buildings should be muted.

And while you're at it can you add the sounds from https://github.com/Keriew/augustus/blob/master/src/window/building/utility.c#L480 and the next two functions to the properties of the newly added native buildings.

Do you want them to be played as city sounds?

@Johannes-callidus
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I think that during invasions people are not in the mood for entertainment, so these buildings should be muted.

That's Probably right.

Do you want them to be played as city sounds?

Yes, they play as city sounds for normal native hut meeting hut and crops (atleast that's what I get from looking at the code) so why should the other native buildings don't play the sounds.

@eugenikus8
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Yes, they play as city sounds for normal native hut meeting hut and crops (atleast that's what I get from looking at the code) so why should the other native buildings don't play the sounds.

Honestly, I don’t like that the native buildings duplicate the sounds of our buildings. It’s enough that sounds are played for them on right-click.
If you insist, I can of course add city sounds for them.

@eugenikus8
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done

@Johannes-callidus Johannes-callidus merged commit 8a48655 into Keriew:master Jan 18, 2026
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@eugenikus8 eugenikus8 deleted the city-sounds branch January 18, 2026 19:55
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4 participants