This is the development thread for SNAPSS, the collaborative project between myself (the sound-designer and annoying concept person) and AssumedPseudonym (the coder for the project). The mod in its current form replaces the stock weapon sounds with a much wider variety of WAV files to make up for how awful the stock game audio is. It's a workaround, but we're quite proud of it.
SNAPSS works using virtual stations (the SNAPSS 'Wizard') and the overriding of the stock WAV files with silent fakes. Code on the station then checks whenever a weapon is fired, determines the correct sound based on UNID, damage type and the weapon's average per-shot damage and then plays that sound in addition to the now-silent WAV played by the engine itself. This effectively replaces the audio and removes that damned clicking that everyone loves to hate.
SNAPSS was released as an alpha some time ago, but is no longer publicly available. This is set to change soon.
The march to 1.0
Development has recently resumed on SNAPSS with the intent of putting it on multiverse, and I realised that we never actually had a development thread the first time around. SNAPSS doesn't have overly exciting development compared to some other mods, but it's grown popular enough that I feel that having info put out before changes actually occur is a nice thing.
SNAPSS version 0.1 has been out for a while, and the download link died with Dropbox changing its systems. While the original mod does things very well, there's a few things that need improving before a public release of the revised mod:
On the code side of things, AssumedPseudonym has a really easy time. There's not much that needs fixing just yet for our 1.0. He will, however, have a lot of work in future.
On the sounds side...I have quite a bit of work! SNAPSS 0.1 only functions for Part I. That will not change for 1.0 release. That dramatically cuts down the number of audio files required to make the mod function. However some sounds in the soundpack are placeholders or early versions left from 2016. In particular the "exotic1" catch-all was...less than ideal. In general I like the feel of the SNAPSS soundpack, but there are bits that aren't up to our standards for a finished (or "finished enough") product. These lower-quality files need replacing, and audio work can take a considerable period of time. SInce that's my side of things and my scheduling and ability to get things done is truly legendary by the standards of registered developers, this may take some time.
There are also a few things that need outright removing. The 'HONK' easter egg is, regrettably, one of them. The sound will be there, but it's not going to turn up ingame. There's a few more unique sounds to add for mod-friendliness. Other mods will be able to call on these sounds even if they're not used by SNAPSS by default. Alas, I still need to make them.
Version 1.0 will arrive on multiverse as either a registered or unregistered extension (we haven't decided yet) 'when it is done'. It will operate only on SOTP Part I, Eternity Port, and other adventures set in human space. It will not function in the Vault of the Galaxy campaign. That's going to require a lot more sounds before we can make a compatible SNAPSS version.
Future versions will, hopefully, include additional features:
-VOTG support and additional sounds for nano, graviton, etc damage types (replacement of "Exotic 1")
-Limited replacement of armor and shield hit sounds with new sound effects (these would be by weapon class (matter/energy) and damage proportion most likely, rather than by damage type.
-Additional sounds that can be called by other mods (registered or unregistered).
None of these features are a promise, but we'll work on them.
Regrettably due to technical limitations it is unlikely we will ever have customised missile sounds beyond the one we have for the Makayev launcher. These have to be hard-coded into the mod on a per-missile basis and are very unfriendly to expansions that add extra missiles.
I'll probably update this thread with my progress through remastering the soundpack over the weeks ahead. It might not be overly exciting, but it'll let folks who've been waiting for SNAPSS to return know what's taking so long.
