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Adding a new SoundFX property


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Posted

Hi, I would like to add a new Sound property to SexLab, in my case I've labeled it Internal and I want to use it for final stages to have a climaxing sound loop to fit animations with continuous or multistage climaxes like Billyy's or Anub's.

I looked for Sound property stuff in all the .psc and edited it as I thought would work, added a new sound marker, linked this sound marker back in the scripts, compiled succesfully, etc but when I call the sound via an animation - instead of an animations' StageSoundFX Squishing I edit that to StageSoundFX Internal - nothing plays.

With SLAL, you can set a stage to have a unique sound type and this similarly works for native sounds but not mine. With SexLab debug enabled, nothing noteworthy appears in either its console logs or Papyrus logs

 

As far as I can tell my .wav+marker+descriptor setup is fine, since if I use it to override a native SexLab marker+descriptor then it plays properly. Is there anything I'm missing in the scripts themselves? I also checked and the quest that checks SexLab scripts is referencing my new property. The scripts I edited are based off of SexLab and SexLab Utility Plus' as that's what I'm using right now. 

 

In the scripts and esm attached you can search for "internal" and that's what I added.

 

I know that this is not best coding practices, I have very limited experience and always found it best to extend existing stuff. I could not find any documentation for SexLab sounds specifically, so I hope someone can help. If there's some other way to add a sound descriptor eligible for use in stage selection in SLAL, that would also work great.

 

Thanks!

SL overwrite for new sound.7z

Posted

I discovered for SLAL you'd also have to extend slalLoader.psc as it lists sounds, but it doesn't seem to make a difference. It's also supposed to error upon an invalid sound, which it doesn't do in either Papyrus or console for my sound, so that is mysterious
 

Sound function getSoundByName(string soundName)
  if !soundName || soundName == "none"
    return none
  elseIf soundName == "Squishing"
    return Squishing
  elseIf soundName == "Sucking"
    return Sucking
  elseIf soundName == "SexMix"
    return SexMix
  elseIf soundName == "Squirting"
    return Squirting
  elseIf soundName == "Internal"
    return Internal
  endIf

  warningMsg("unrecognized sound '" + soundName + "'")
  return none
endFunction

 

Posted

Nevermind so after further testing, all this seems to work... but only on a new game. Then resetting a bunch of SexLab stuff got it to work on my existing game.

 

With all of this, sound files now included, you can edit a SLAL animation's json sound stage to Internal and it should play. Example, in a SLAL .json, after "name" you will see "sound", and you can insert "stages" code block to set the sound for that stage, ideally any of the pulsating balls creampie stages typical to modern creature animations. But it works okay on the typical shaky human orgasm animation as well, as those generally stop thrusting and it sounds ok to simply have this

 

      "sound": "Squishing",
      "stages": [
        {
          "number": 5,
          "sound": "Internal"
        },

 

It would be cool if this would be more accessible somehow, as editing a SLAL .json is not futureproofed for an author's updates and, obviously, editing all of multiple separate SexLab mod's scripts is stupid and clumsy. I would not recommend using this in any way but I want to share just in case. 

 

Here is a NSFW video demo featuring a werewolf animation: https://files.catbox.moe/cot5sm.mp4

You can see the transition from regular sex sfx to the internal sfx, and how it still retains the original orgasm sound on orgasm stage transition. So I'm happy with this, even though it is very janky, and the creation process could be best described as evil.

 

Thanks to anyone who read !

sexlab slal script overwriter for internal sound.7z

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