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Flesh out README.md
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README.md

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# Closed Captions
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Adds closed captions for sound effects.
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Add closed captions/subtitles to Vintage Story. Make the game playable on mute!
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Based heavily on goxmeor's existing subtitles mod, but now updated for v1.21, and refined visually somewhat, sorta.
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## Features
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### Directionality
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For sounds within a normal field of view, there will be no arrows or other indicators.
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For sounds at the edge of your field of view, a single directional arrow is drawn.
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For sounds to your sides, double arrows are shown.
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And for sounds behind you, two dots are shown on either side of the sound description.
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### Colorfulness
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Sounds are also color coded. "Dangerous" sounds that might alert you to a dangerous situation are highlighted in orange. A small handful of positive sound effects are highlighted in blue, like the "projectile hit" tinkle or lore unlocks.
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## Completeness
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As of v1.21.4, I believe I have mapped all vanilla sounds to have audio descriptions. If I've missed any, instead of displaying a description like "Drifter groans," it'll show up as "creature/drifter-aggro." If you see any like this for **vanilla** sound effects, please let me know.
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## Compatibility
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Only vanilla sound effects are currently added. Any sound effects added by mods will show up with a placeholder/name.
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I'm happy to add support for some of the more popular mods myself, but I believe that any mod can add compatibility with this mod by adding caption keys to their language file. If you have a sound at `assets/yourmodid/sounds/creature/dave-singing.ogg`, you'd add a key like this to your language file:
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```json
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"captions:creature/dave-singing": "Dave sings",
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```
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But this is entirely untested. Let me know if you try it!
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If you want to add support for a sound effect to this mod, I welcome pull requests. For just adding audio descriptions, it's not too terribly technical, so don't be afraid to jump in and ask questions!
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## Limitations
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Like the original mod, currently there is no way to move or resize the captions dialog. This is planned for the unknown future, but pull requests are welcome.
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Currently, sounds' directions are pinned to where they start, so if the source of a sound moves while the sound is still playing, it will not update. A fix for this is planned.
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Related to this, sometimes sounds that occur at your location like "Footsteps" and "Armor clatters" will occasionally flicker as showing as behind you as you walk away from your footsteps.

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