[Freeciv-Dev] Re: Sound Fxs
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On Wed, Feb 27, 2002 at 08:05:28PM +0100, Michael Mc Donnell wrote:
> I've recently started on an internship at a sound studio, and was wondering
> if you still needed sound FXs for the game?
Yes.
> Are there currently anybody else working on them, or can I just start making
> them?
People work on the code but not on sounds AFAIK. Please take a look at
our currently very small sound archive
<ftp://ftp.freeciv.org/freeciv/incoming/schedueled_for_removal/stdsounds.tar.gz>.
We need sounds for the unit movement (one sound for each unit type),
unit fighting (one sound for each unit type) and the following events:
Low Funds
Pollution
Global Eco-Disaster
Civil Disorder
City Celebrating
City Normal
City Growth
City Needs Aqueduct
Famine in City
City Captured/Destroyed
Building Unavailable Item
Wonder Started
Wonder Finished
Improvement Built
New Improvement Selected
Forced Improvement Sale
Production Upgraded
Unit Built
Unit Defender Destroyed
Unit Defender Survived
Collapse to Anarchy
Diplomat Actions - Enemy
Tech from Great Library
Player Destroyed
Improvement Bought
Improvement Sold
Unit Bought
Wonder Stopped
City Needs Aq Being Built
Diplomat Actions - Own
Unit Attack Failed
Unit Attack Succeeded
Suggest Growth Throttling
Spaceship Events
Barbarian Uprising
Worklist Events
Pact Cancelled
Diplomatic Incident
First Contact
City May Soon Grow
Wonder Made Obsolete
Famine Feared in City
Wonder Will Be Finished Next Turn
Learned New Government
City Nuked
Messages from the Server Operator
City Released from CMA
City Was Build
Revolt Started
Revold Ended
Nuke Denotated
Gold Found In Hut
Tech Found In Hut
Mercenaries Found In Hut
Unit Spared By Barbarians
Barbarians In A Hut Roused
Unit Killed By Hut-Barbarians
City Founded Via a Hut
Settler Found In Hut
Game Started
Year Advance
Report
Broadcast Report
Nation Selected
Diplomat Arrived
Sabotage Target
Raimar
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