There was a post I came across from a while back. 2009 and it was about making a custom soundset.
Custom Unit Soundsets
In the thread, as you can see a person came with a question about making one.
The next person came and showed them the method that I've seen most in how people create custom soundsets, and that is by replacing an existing one (which I've always found to be a bit annoying and I feel like could potentially limit creativity) and while I haven't gone into personally making a custom soundset, I figured it would be similar to importing and naming it in the editor like you would (in the simplest sense) with models, textures and using the appropriate editors, no?
Anyway, a couple of posts down, in the same thread has a post from user @Graber that you could use triggers instead and not need to replace them (specifically he had a problem where they'd reset, but that's not my point.)
I have three questions that I hope can be answered in a clear way that could clear up misconceptions and/or potentially make searching for what people want in an easier fashion.
1. Can you actually do what Graber mentioned in that thread or has reforged somehow made that impossible?
2. Sifting through the tutorial archives, I came across this thread from 2020 Adding new soundsets and not replacing them. As you can see, it's in the tutorial archive, but I have to know. Is this the standard for implementing new soundsets now and not just "replacing other ones"? If it's not the standard, may I be linked to the new standard of getting new soundsets implemented, please?
Forgive me if it seems naive or "lazy" for me to ask. The keywords I use to try and search this stuff up easily doesn't yield the results desired, so if I could get a hand with those two questions, I'd be very grateful.
Thank you for reading.
Custom Unit Soundsets
In the thread, as you can see a person came with a question about making one.
The next person came and showed them the method that I've seen most in how people create custom soundsets, and that is by replacing an existing one (which I've always found to be a bit annoying and I feel like could potentially limit creativity) and while I haven't gone into personally making a custom soundset, I figured it would be similar to importing and naming it in the editor like you would (in the simplest sense) with models, textures and using the appropriate editors, no?
Anyway, a couple of posts down, in the same thread has a post from user @Graber that you could use triggers instead and not need to replace them (specifically he had a problem where they'd reset, but that's not my point.)
I have three questions that I hope can be answered in a clear way that could clear up misconceptions and/or potentially make searching for what people want in an easier fashion.
1. Can you actually do what Graber mentioned in that thread or has reforged somehow made that impossible?
2. Sifting through the tutorial archives, I came across this thread from 2020 Adding new soundsets and not replacing them. As you can see, it's in the tutorial archive, but I have to know. Is this the standard for implementing new soundsets now and not just "replacing other ones"? If it's not the standard, may I be linked to the new standard of getting new soundsets implemented, please?
Forgive me if it seems naive or "lazy" for me to ask. The keywords I use to try and search this stuff up easily doesn't yield the results desired, so if I could get a hand with those two questions, I'd be very grateful.
Thank you for reading.