MQ2CustomSounds - This plugin allows MQ2 users to define custom sound events that play based on unique chat events, all configured via one INI file. Predates EQ's built in Audio Triggers
/togglesounds - Turns all custom sound events on/off DEFAULT: OFF
/npctellsounds - Turns NPC tell filter on/off, when ON - tells that come from NPCs will not fire sound events DEFAULT: ON
/notradersounds - Toggles the Trader Sound Filter on/off. When ON, tell sound events from characters in trader mode will be suppressed. Note: Trader filtering only works when in the Bazaar DEFAULT: OFF
/sound [sound name] - plays the sound identified with a particular sound name (from the INI) - this is based off the MQ2PlaySound plug-in by Digitalxero and was included here for completeness
/sound stop - immediately stops the play-back of whatever sound is currently playing
INI FILE SETUP:
In order for any sound effect to be played, you must create and configure your MQ2CustomSound.ini file.
The INI file creates our custom events (the Events section), defines the text the plug-in must match in order to fire the event (the MatchStrings section) and then provides the sound file that should be played when the event fires the Sounds section.
Sample INI file:
All event names should be listed together in the 'keys' entry, separated by the | character. The sample INI above defines three events: tell, zone, and camp. These event names are then used in the other two sections of
the INI file, so make sure you use the same case and names throughout.
For every event name you must have a corresponding key in both the Match String and the Sounds sections!
NOTE: The last event name in the keys entry should ALWAYS end with a | as well.
Defining Match Strings:
Match Strings define the text that the plug-in matches in order to play the right sound. This text should appear in the INI file exactly as it does in-game and uses the event names defined in the [Events] section as keys.
In the example, since we defined events for tell, zone and camp, we have tell, zone and camp keys defined in the [MatchString] section. From this we can see that the tell event is fired whenever text containing "tells you" appears in any text window within EQ, while the zone event fires whenever the text "LOADING, PLEASE WAIT" appears, and the camp event fires whenever the text "It will take you about 30 seconds to prepare your camp" appears.
The sounds section defines the actual sound files that should be played when an event is fired. This should be a full path location and the backslach character ( \ ) must be padded ( \\ ) in order to function properly (see example.)
In the example, since we defined events and match strings for tell, zone and camp, we also have tell, zone and camp keys defined in the [Sounds] section. All of the files in the example are located in the C:\MQ2\sounds\ directory and AIMding.wav would play when you received a /tell, jeopardy.wav would play when you zone, and astalavista.wav would play when you start your camp!
You can also define sound keys that are not automatically fired by any text event. This is what you see in the 'waycool' key in the [Sounds] section in the example. This enables us to play a sound using the '/sound waycool' command. Possible reasons for using such an event would be the inclusion of sound effects in MQ2 macros, or included in your own EQ hotkey macro's, etc.
Supported Sound Formats:
Technically play-back of sounds is handled by Windows, so any file format that Windows has a supported driver/codec for should be supported. However, I've only had luck getting it to play .WAV files, so you're best just to use them! Many MP3 applications (WinAmp) can convert from MP3 to WAV if you need to. There's also tons of .wav files to be had out on the net.