Jump to content

[Sexlab] How to get info for runnign scene from outside (soundfx!!!)


Nymra

Recommended Posts

Posted

TLDR: I want a script that returns the SoundFX currently used in the running SexScene with the Player. Anybody any ideas?

In other words: how can I access the SLAL json information about the current player scene? 

 

Long description: 

Sooo, I want to make a mod that controls:

- the sound effects of player scenes

- player expressions played

- player mouth opening when oral 

- specialized orgasm voice effect for player (for now)

- change the fucking sounds based on number of actors (group)

- and type of actors (troll should not sound like a human).

 

BUT I have no idea how I can catch the SLAL info about the Sound played. Meaning "Sex" "Squishing" "Sucking" (why is sucking even in there, I never understood that...)

I m also not sure if I can even scan for 4P or 2P scene and catch actors.

 

Posted
20 minutes ago, Nymra said:

TLDR: I want a script that returns the SoundFX currently used in the running SexScene with the Player. Anybody any ideas?

In other words: how can I access the SLAL json information about the current player scene? 

 

Long description: 

Sooo, I want to make a mod that controls:

- the sound effects of player scenes

- player expressions played

- player mouth opening when oral 

- specialized orgasm voice effect for player (for now)

- change the fucking sounds based on number of actors (group)

- and type of actors (troll should not sound like a human).

 

BUT I have no idea how I can catch the SLAL info about the Sound played. Meaning "Sex" "Squishing" "Sucking" (why is sucking even in there, I never understood that...)

I m also not sure if I can even scan for 4P or 2P scene and catch actors.

 

 

Ignore SLAL for this.  You want the info from Sexlab.  SLAL's data gets passed into SL anyway.

 

Most of what you want is likely in the sslThreadController script.  This allows you to access whatever SL is doing right then and control those variables.

 

ActorAlias/SetVoice, used like so:  Controller.ActorAlias(PlayerRef).SetVoice(none, true)

That can set whatever voice object you want, or return it to normal.

 

Remove existing sounds from animations (squish, etc):  Controller.SoundFX = none

Find what that is supposed to be for the anim stage:  Controller.Animation.GetSoundFX(Controller.Stage)

 

Expressions are all controllable but I found building my own and bypassing SL's completely worked better for me.  YMMV.

That stuff is controlled through Sexlab's main script, such as:  Sexlab.PickExpressionByStatus(PlayerRef, false, false)

Posted
34 minutes ago, Seijin8 said:

 

Ignore SLAL for this.  You want the info from Sexlab.  SLAL's data gets passed into SL anyway.

 

Most of what you want is likely in the sslThreadController script.  This allows you to access whatever SL is doing right then and control those variables.

 

ActorAlias/SetVoice, used like so:   sorry

That can set whatever voice object you want, or return it to normal.

 

Remove existing sounds from animations (squish, etc):  Controller.SoundFX = none

Find what that is supposed to be for the anim stage:  Controller.Animation.GetSoundFX(Controller.Stage)

 

ok that sounds promising in fact. But I only worked once with the threadcontroller before and somehow cannot make sense of "Controller" "Animation" and my scripts wont compile.

also the threadcontroller script is ... far too abstract for me currently, meaning I dont really get it. 

 

I m so far: 


    int threadID = SexLab.FindActorController(cfgqst.PlayerRef)
    SslThreadController thread = SexLab.GetController(threadID)
    Int SceneStage = thread.Stage


	Sound TestSound
	
	thread.Animation.GetSoundFX(SceneStage)

 

so I guess I somehow miss how I can get the "animation" and what it is too. 
I have that array:

 

sslBaseAnimation[] Property Animations1 Auto

 

but I thought that contains all possible animations and not just the one selected, hmm :(

 

yeah, I cannot even say that I have basic SL script knowledge, haha... 

 

OOOOOK it just compiled, wth!! 
I see if I can go on from here, thx alot. 

will stumble upon the next bit of code soon enough then I ll be back :D 

 

34 minutes ago, Seijin8 said:

 

Expressions are all controllable but I found building my own and bypassing SL's completely worked better for me.  YMMV.

That stuff is controlled through Sexlab's main script, such as:  Sexlab.PickExpressionByStatus(PlayerRef, false, false)

 

lets just say the overall philosophy and implementation and execution of Sexlab is nowhere near what I want, not even close :(
nothing I can control via sexlab is helping in that regard, to the contrary. 

 

Posted
1 hour ago, Nymra said:

lets just say the overall philosophy and implementation and execution of Sexlab is nowhere near what I want, not even close :(
nothing I can control via sexlab is helping in that regard, to the contrary. 

 

sslBaseExpression is probably the most often modded piece of SL's core.  Personally, I added a check against a faction (MFGControlledFac) that tells it to do nothing if that faction is detected, then made sure anything I use that involves SL adds that faction at the start.

 

My own approach (still WIP) was to separate the expressions into eyes and mouth.  Mouth obviously has cases where it is set to open, but I also have a few different sets depending on just how open I want it.  I also have "intensity" measures for different sound/voice sets that each control how open the mouth gets when vocalizing.

 

If gagged or otherwise mouth-locked, I move the expressions more often to compensate.

 

Finally, I have a set of values for eye movement, including direction, degree of open/closed, relaxed/frantic, etc.

 

That largely gets what I want, though I'm starting to experiment with using commanded dialogue to get the lip sync in there in some cases.  Still very WIP.

 

tl;dr: there's lots that you can do outside of Sexlab.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...