if incompatibleClient then return 0 end local TYPE_TABLE = "table" local TYPE_USERDATA = "userdata" local TYPE_STRING = "string" local SLEEP_TALK_SNORES = 8 local STARTING_SNORE = 46 local SLEEP_TALK_START = STARTING_SNORE + 49 local SLEEP_TALK_END = SLEEP_TALK_START + SLEEP_TALK_SNORES local stallTimer = 0 local stallSayLine = 5 characterVoices = { [E_MODEL_WALUIGI] = { [CHAR_SOUND_OKEY_DOKEY] = audio_sample_load('0B_waluigi_okey_dokey.aiff'), [CHAR_SOUND_LETS_A_GO] = audio_sample_load('1A_waluigi_lets_a_go.aiff'), [CHAR_SOUND_GAME_OVER] = audio_sample_load('11_waluigi_game_over.aiff'), [CHAR_SOUND_PUNCH_YAH] = audio_sample_load('08_waluigi_punch_yah.aiff'), [CHAR_SOUND_PUNCH_WAH] = audio_sample_load('01_waluigi_jump_wah.aiff'), [CHAR_SOUND_PUNCH_HOO] = audio_sample_load('09_waluigi_punch_hoo.aiff'), [CHAR_SOUND_YAH_WAH_HOO] = {audio_sample_load('00_waluigi_jump_hoo.aiff'), audio_sample_load('01_waluigi_jump_wah.aiff'), audio_sample_load('02_waluigi_yah.aiff')}, [CHAR_SOUND_HOOHOO] = audio_sample_load('01_waluigi_hoohoo.aiff'), [CHAR_SOUND_YAHOO_WAHA_YIPPEE] = {audio_sample_load('04_waluigi_yahoo.aiff'), audio_sample_load('18_waluigi_waha.aiff'), audio_sample_load('19_waluigi_yippee.aiff')}, [CHAR_SOUND_UH] = audio_sample_load('05_waluigi_uh.aiff'), [CHAR_SOUND_UH2] = audio_sample_load('05_waluigi_uh2.aiff'), [CHAR_SOUND_UH2_2] = audio_sample_load('05_waluigi_uh2.aiff'), [CHAR_SOUND_DOH] = audio_sample_load('10_waluigi_doh.aiff'), [CHAR_SOUND_OOOF] = audio_sample_load('0B_waluigi_ooof.aiff'), [CHAR_SOUND_OOOF2] = audio_sample_load('0B_waluigi_ooof.aiff'), [CHAR_SOUND_HAHA] = audio_sample_load('03_waluigi_haha.aiff'), [CHAR_SOUND_HAHA_2] = audio_sample_load('03_waluigi_haha.aiff'), [CHAR_SOUND_YAHOO] = audio_sample_load('04_waluigi_yahoo.aiff'), [CHAR_SOUND_DOH] = audio_sample_load('10_waluigi_doh.aiff'), [CHAR_SOUND_WHOA] = audio_sample_load('08_waluigi_whoa.aiff'), [CHAR_SOUND_EEUH] = audio_sample_load('09_waluigi_eeuh.aiff'), [CHAR_SOUND_WAAAOOOW] = audio_sample_load('00_waluigi_waaaooow.aiff'), [CHAR_SOUND_TWIRL_BOUNCE] = audio_sample_load('14_waluigi_twirl_bounce.aiff'), [CHAR_SOUND_GROUND_POUND_WAH] = audio_sample_load('01_waluigi_jump_wah.aiff'), [CHAR_SOUND_WAH2] = audio_sample_load('07_waluigi_wah2.aiff'), [CHAR_SOUND_HRMM] = audio_sample_load('06_waluigi_hrmm.aiff'), [CHAR_SOUND_HERE_WE_GO] = audio_sample_load('0C_waluigi_here_we_go.aiff'), [CHAR_SOUND_SO_LONGA_BOWSER] = audio_sample_load('16_waluigi_so_longa_bowser.aiff'), -- DAMAGE [CHAR_SOUND_ATTACKED] = audio_sample_load('0A_waluigi_attacked.aiff'), [CHAR_SOUND_PANTING] = audio_sample_load('02_waluigi_panting.aiff'), [CHAR_SOUND_PANTING_COLD] = audio_sample_load('02_waluigi_panting.aiff'), [CHAR_SOUND_ON_FIRE] = audio_sample_load('04_waluigi_on_fire.aiff'), -- SLEEP SOUNDS [CHAR_SOUND_IMA_TIRED] = audio_sample_load('17_waluigi_tired.aiff'), [CHAR_SOUND_YAWNING] = audio_sample_load('0D_waluigi_yawning.aiff'), [CHAR_SOUND_SNORING1] = audio_sample_load('0E_waluigi_snoring1.aiff'), [CHAR_SOUND_SNORING2] = audio_sample_load('0F_waluigi_snoring2.aiff'), [CHAR_SOUND_SNORING3] = audio_sample_load('15_waluigi_snoring3.aiff'), -- COUGHING [CHAR_SOUND_COUGHING1] = audio_sample_load('06_waluigi_coughing.aiff'), [CHAR_SOUND_COUGHING2] = audio_sample_load('06_waluigi_coughing.aiff'), [CHAR_SOUND_COUGHING3] = audio_sample_load('06_waluigi_coughing.aiff'), -- DEATH [CHAR_SOUND_DYING] = audio_sample_load('03_waluigi_dying.aiff'), [CHAR_SOUND_DROWNING] = audio_sample_load('0C_waluigi_drowning.aiff'), [CHAR_SOUND_MAMA_MIA] = audio_sample_load('0A_waluigi_mama_mia.aiff') } } local levelReverbs = { [LEVEL_NONE] = { 0x00, 0x00, 0x00 }, [LEVEL_UNKNOWN_1] = { 0x00, 0x00, 0x00 }, [LEVEL_UNKNOWN_2] = { 0x00, 0x00, 0x00 }, [LEVEL_UNKNOWN_3] = { 0x00, 0x00, 0x00 }, [LEVEL_BBH] = { 0x28, 0x28, 0x28 }, [LEVEL_CCM] = { 0x10, 0x38, 0x38 }, [LEVEL_CASTLE] = { 0x20, 0x20, 0x30 }, [LEVEL_HMC] = { 0x28, 0x28, 0x28 }, [LEVEL_SSL] = { 0x08, 0x30, 0x30 }, [LEVEL_BOB] = { 0x08, 0x08, 0x08 }, [LEVEL_SL] = { 0x10, 0x28, 0x28 }, [LEVEL_WDW] = { 0x10, 0x18, 0x18 }, [LEVEL_JRB] = { 0x10, 0x18, 0x18 }, [LEVEL_THI] = { 0x0c, 0x0c, 0x20 }, [LEVEL_TTC] = { 0x18, 0x18, 0x18 }, [LEVEL_RR] = { 0x20, 0x20, 0x20 }, [LEVEL_CASTLE_GROUNDS] = { 0x08, 0x08, 0x08 }, [LEVEL_BITDW] = { 0x28, 0x28, 0x28 }, [LEVEL_VCUTM] = { 0x28, 0x28, 0x28 }, [LEVEL_BITFS] = { 0x28, 0x28, 0x28 }, [LEVEL_SA] = { 0x10, 0x10, 0x10 }, [LEVEL_BITS] = { 0x28, 0x28, 0x28 }, [LEVEL_LLL] = { 0x08, 0x30, 0x30 }, [LEVEL_DDD] = { 0x10, 0x20, 0x20 }, [LEVEL_WF] = { 0x08, 0x08, 0x08 }, [LEVEL_ENDING] = { 0x00, 0x00, 0x00 }, [LEVEL_CASTLE_COURTYARD] = { 0x08, 0x08, 0x08 }, [LEVEL_PSS] = { 0x28, 0x28, 0x28 }, [LEVEL_COTMC] = { 0x28, 0x28, 0x28 }, [LEVEL_TOTWC] = { 0x20, 0x20, 0x20 }, [LEVEL_BOWSER_1] = { 0x40, 0x40, 0x40 }, [LEVEL_WMOTR] = { 0x28, 0x28, 0x28 }, [LEVEL_UNKNOWN_32] = { 0x70, 0x00, 0x00 }, [LEVEL_BOWSER_2] = { 0x40, 0x40, 0x40 }, [LEVEL_BOWSER_3] = { 0x40, 0x40, 0x40 }, [LEVEL_UNKNOWN_35] = { 0x00, 0x00, 0x00 }, [LEVEL_TTM] = { 0x08, 0x08, 0x08 }, [LEVEL_UNKNOWN_37] = { 0x00, 0x00, 0x00 }, [LEVEL_UNKNOWN_38] = { 0x00, 0x00, 0x00 }, } local stalledAudio = {} ---@param sample ModAudio ---@param pos Vec3f ---@param baseVolume number ---@param reverbAmount number (0 to 1, where 1 = full echo effect) local function play_sound_with_reverb(sample, pos, baseVolume, reverbAmount) if is_game_paused() or optionTable[optionTableRef.localVoices].toggle == 0 then return end -- Play the original sample audio_sample_play(sample, pos, baseVolume) -- Define simple fake reverb delays and volume reductions local echoDelays = { 0.1, 0.2, 0.35, 0.5 } local echoVolumes = { baseVolume * reverbAmount * 0.6, baseVolume * reverbAmount * 0.4, baseVolume * reverbAmount * 0.25, baseVolume * reverbAmount * 0.15, } for i = 1, #echoDelays do table.insert(stalledAudio, { path = sample.filepath, frame = (get_global_timer() + math.floor(echoDelays[i]*30)), sample = sample, pos = pos, volume = echoVolumes[i] }) end end ---@param sample ModAudio local function stop_sound_with_reverb(sample) audio_sample_stop(sample) if #stalledAudio > 0 then for i = #stalledAudio, 1, -1 do if stalledAudio[i] ~= nil and stalledAudio[i].path == sample.filepath then audio_sample_stop(stalledAudio[i].sample) table.remove(stalledAudio, i) end end end end local function stop_all_custom_character_sounds() -- run through each player for i = 0, MAX_PLAYERS - 1 do local m = gMarioStates[i] -- get the voice table, if there is one local voiceTable = character_get_voice(m) if voiceTable ~= nil then -- run through each sample for sound in pairs(voiceTable) do -- if the sample is found, try to stop it if voiceTable[sound] ~= nil and type(voiceTable[sound]) ~= "string" then -- if there's no pointer then it must be a sound clip table if voiceTable[sound]._pointer == nil then for voice in pairs(voiceTable[sound]) do if type(voiceTable[sound][voice]) == "string" then break end stop_sound_with_reverb(voiceTable[sound][voice]) end else stop_sound_with_reverb(voiceTable[sound]) end end end end end end local playerSample = {} for i = 0, MAX_PLAYERS - 1 do playerSample[i] = nil end local characterAddonSounds = { [CHAR_SOUND_PUNCH_YAH] = {sound = SOUND_ACTION_THROW, pitch = 1.1}, [CHAR_SOUND_PUNCH_WAH] = {sound = SOUND_ACTION_THROW, pitch = 1.0}, [CHAR_SOUND_PUNCH_HOO] = {sound = SOUND_ACTION_THROW, pitch = 0.9}, } ---@param m MarioState ---@param sound CharacterSound ---@param pos Vec3f? function custom_character_sound(m, sound, pos) local np = gNetworkPlayers[m.playerIndex] local voiceTable = character_get_voice(m) local voiceToggle = optionTable[optionTableRef.localVoices].toggle local voiceOff = (voiceToggle == 0 or (voiceToggle == 2 and m.playerIndex ~= 0)) if m.playerIndex == 0 then if not startup_init_stall() then return NO_SOUND end end local index = m.playerIndex if playerSample[index] ~= nil and type(playerSample[index]) ~= TYPE_STRING then stop_sound_with_reverb(playerSample[index]) end -- Add punch "woosh" since NO_SOUND removes it if characterAddonSounds[sound] and (voiceTable ~= nil or voiceOff) then local soundInfo = characterAddonSounds[sound] play_sound_with_freq_scale(soundInfo.sound, m.marioObj.header.gfx.cameraToObject, soundInfo.pitch); end -- Voice Toggle if voiceOff then return NO_SOUND end -- Vanilla Voicelines if voiceTable == nil then return end -- Load the appropriate sample local voice = character_get_voice(m)[sound] if voice == nil then return NO_SOUND end if type(voice) == TYPE_TABLE then if #voice > 0 then playerSample[index] = voice[math.random(1, #voice)] else return NO_SOUND end else playerSample[index] = voice end -- Play the sample -- Volume based on sound type local baseVolume = 1.0 if sound == CHAR_SOUND_SNORING1 or sound == CHAR_SOUND_SNORING2 or sound == CHAR_SOUND_SNORING3 then baseVolume = 0.5 end local position = pos or m.pos local reverbAmount = 0x08 if levelReverbs[np.currLevelNum] ~= nil and levelReverbs[np.currLevelNum][np.currAreaIndex] ~= nil then reverbAmount = levelReverbs[np.currLevelNum][np.currAreaIndex]/127 elseif smlua_level_util_get_info(np.currLevelNum) ~= nil then local levelInfo = smlua_level_util_get_info(np.currLevelNum) levelReverbs[np.currLevelNum] = {} levelReverbs[np.currLevelNum][1] = levelInfo.echoLevel1 or reverbAmount levelReverbs[np.currLevelNum][2] = levelInfo.echoLevel2 or reverbAmount levelReverbs[np.currLevelNum][3] = levelInfo.echoLevel3 or reverbAmount reverbAmount = levelReverbs[np.currLevelNum][np.currAreaIndex]/127 else reverbAmount = levelReverbs[np.currLevelNum][1]/127 end play_sound_with_reverb(playerSample[index], position, baseVolume, reverbAmount) return NO_SOUND end ---@param m MarioState function custom_character_snore(m) if is_game_paused() or optionTable[optionTableRef.localVoices].toggle == 0 or (optionTable[optionTableRef.localVoices].toggle == 2 and m.playerIndex ~= 0) then -- Remove echo lines that should have played while paused if #stalledAudio > 0 then for i = 1, #stalledAudio do if stalledAudio[i] ~= nil and stalledAudio[i].frame <= get_global_timer() then table.remove(stalledAudio, i) end end end return end -- Putting echo stuffs in snore since it's on update if #stalledAudio > 0 then for i = 1, #stalledAudio do if stalledAudio[i] ~= nil and stalledAudio[i].frame <= get_global_timer() then local voice = stalledAudio[i] audio_sample_play(voice.sample, voice.pos, voice.volume) table.remove(stalledAudio, i) end end end if m.action ~= ACT_SLEEPING then return elseif m.actionState ~= 2 or (m.flags & MARIO_MARIO_SOUND_PLAYED) == 0 then return end -- get the voice table local voiceTable = character_get_voice(m) -- Check nil table for vanilla voices if voiceTable == nil then return end -- Check empty table for no sound if voiceTable == nil then return NO_SOUND end local snoreTable = voiceTable[CHAR_SOUND_SNORING3] if snoreTable == nil or snoreTable._pointer ~= nil then snoreTable = {} for i = CHAR_SOUND_SNORING1, CHAR_SOUND_SNORING3 do if voiceTable[i] ~= nil then table.insert(snoreTable, voiceTable[i]) end end end local animFrame = m.marioObj.header.gfx.animInfo.animFrame if snoreTable ~= nil and #snoreTable >= 2 then if animFrame == 2 and m.actionTimer < SLEEP_TALK_START then custom_character_sound(m, snoreTable[2]) elseif animFrame == 25 then if #snoreTable >= 3 then m.actionTimer = m.actionTimer + 1 if m.actionTimer >= SLEEP_TALK_END then m.actionTimer = STARTING_SNORE end if m.actionTimer == SLEEP_TALK_START then play_character_sound(m, CHAR_SOUND_SNORING3) elseif m.actionTimer < SLEEP_TALK_START then play_character_sound(m, CHAR_SOUND_SNORING1) end else play_character_sound(m, CHAR_SOUND_SNORING1) end end elseif animFrame == 2 then play_character_sound(m, CHAR_SOUND_SNORING2) elseif animFrame == 25 then play_character_sound(m, CHAR_SOUND_SNORING1) end end local function update() if is_game_paused() then stop_all_custom_character_sounds() end end hook_event(HOOK_UPDATE, update) hook_event(HOOK_ON_LEVEL_INIT, stop_all_custom_character_sounds) function config_character_sounds() log_to_console_once("'config_character_sounds' is deprecated, and functionality is now baked into `character_add_voice`", CONSOLE_MESSAGE_WARNING) end -- Join sound introLine = false local function mario_update(m) if m.playerIndex ~= 0 then return end if startup_init_stall() and not introLine then if m.action ~= ACT_INTRO_CUTSCENE then play_character_sound(m, CHAR_SOUND_OKEY_DOKEY) end introLine = true end custom_character_snore(m) end hook_event(HOOK_CHARACTER_SOUND, custom_character_sound) cs_hook_mario_update(mario_update) -- Peach Line Replacements ---@param soundbits integer ---@param pos Vec3f local function on_play_sound(soundbits,pos) local endpeachsoundtable = {[SOUND_PEACH_MARIO] = true,[SOUND_PEACH_POWER_OF_THE_STARS] = true,[SOUND_PEACH_THANKS_TO_YOU] = true, [SOUND_PEACH_THANK_YOU_MARIO] = true,[SOUND_PEACH_SOMETHING_SPECIAL] = true,[SOUND_PEACH_BAKE_A_CAKE] = true,[SOUND_PEACH_FOR_MARIO] = true,[SOUND_PEACH_MARIO2] = true} local m = gMarioStates[0] if endpeachsoundtable[soundbits] and (character_get_voice(m) ~= nil) and (character_get_voice(m)[soundbits] ~= nil) then --ending peach cutscene sounds custom_character_sound(m,soundbits,pos) return NO_SOUND elseif (soundbits == SOUND_PEACH_DEAR_MARIO) and (character_get_voice(m) ~= nil) and (character_get_voice(m)[soundbits] ~= nil) then --introduction peach sounds custom_character_sound(m,soundbits,pos) return NO_SOUND elseif (soundbits == SOUND_MENU_THANK_YOU_PLAYING_MY_GAME) and (character_get_voice(m) ~= nil) and (character_get_voice(m)[soundbits] ~= nil) then --cake screen thank you for playing my game voice custom_character_sound(m,soundbits,pos) return NO_SOUND end end hook_event(HOOK_ON_PLAY_SOUND, on_play_sound)