feedback3 WD: unit sounds keep the official bank's play chance and volume — dogs bark on 20 % of attacks, 妖怪 at 0.7, never louder (community report #30)
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@@ -164,9 +164,14 @@ All paths are URL paths relative to the site root, for example `/assets/char/ava
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disconnect, settlementSucceed, settlementFail, settlementTeam, settlementBossSign,
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goodEvaluation, load, start, matchSucceed, matchFail, matchCancel, joinRoom },
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battle: { deploy, tokenDeploy, charDie, enemyDie, enemyDieHeavy, enemyHit, heal, win, lose, killCoin },
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units: { [charId|tokenId|enemyId]: { attack?, hit?, skill?, skills?: {[skillIndex]: url}, die?, born? } }
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units: { [charId|tokenId|enemyId]: { attack?, hit?, skill?, skills?: {[skillIndex]: url}, die?, born?,
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mix?: { [attack|hit|die|born]: { p?, vol? } } } }
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}
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},
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// units' mix (tools/assets/audio.mjs bankMix; community report #30): the official bank of a role's sound — `p` = the weight
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// of its sounds that have a file over all weights (an empty asset is a chance of silence: 猎狗pro / 深池侦察犬 0.2), `vol` =
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// the played file's volume (妖怪 0.7); only values other than 1. public/js/audio.js plays the role with chance p at its
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// base gain × min(1, vol)
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// units' attack / hit (tools/assets/audio.mjs pickUnitSfx): operators get normal-mode banks only — the plain
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// `attack` / `combat` ability first, never a bank holding a skill-mode file (`_d` / `_h` / `_s`; the normal attack's end
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// in `_n`) — with their own projectile banks (ON_PROJECTILE_BORN / _HIT.projectile_chr_<name>) as fallbacks
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