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{{SlashCommandArticle|command=sg_music|options=filename|note=Sets a sound file to play over the music channel in a supergroup base.}}
{{SlashCommandArticle|command=sg_music|options=filename|note=Sets a sound file to play over the music channel in a supergroup base.}}


The {{slashcommand|sg_music}} command plays .ogg music files from inside the piggs or data folders of the game, and everyone who enters the base will hear the music. Music file names that end in "_loop" will loop forever. So if you use <code>/sgmusic levelup7</code>, for example, it will play the level up sound once and then be silent, but if you use <code>/sgmusic Objective_loop</code> it will play the "glowies sound" forever.
The {{slashcommand|sg_music}} command plays .ogg music files from inside the piggs or data folders of the game, and everyone who enters the base will hear the music. Music file names that end in "_loop" will loop forever. So if you use <code>/sgmusic levelup7</code>, for example, it will play the level up sound once and then be silent, but if you use <code>/sgmusic Objective_loop</code> it will play the "glowies sound" forever. When entering music file names, omit the .ogg file extension.
* To remove the music from the SG base, use <code>/sgmusic ""</code>; currently playing music will fade out, not abruptly stop.
* To remove the music from the SG base, use <code>/sgmusic ""</code>; currently playing music will fade out, not abruptly stop.
* You may also place your own .ogg music files into the <COH Install Directory>\data\sound\ogg folder, however only you will be able to hear the music. To share your custom music files with others so that they can hear it too, give them a copy of your music file and have them put it in the same folder that contains your file. 
* You must have base editing permissions to use this command.
==Music File Names==
The following is a curated list of game music by @ImpishCat. More music and their file names can also be found on the [[Music|Music page]].
===<span style="color:blue">Music</span>===
----
;i20_01High_a_Loop: Dramatic music. "01" can become "02" and "03." "a" can become "b" and "c." "High" can become "Low." Many variations.
;BankHeist_loop: Fast paced techno
;Carnival3_loop: Generic carnival music
;Cave2_loop and Cave4_loop: Quiet military-style techno
;CDEC_Lobby_Music_Loop: Peaceful chords
;Chant1_loop: Ominous chanting
;Freakshow1_loop and Freakshow2_loop: Industrial grungy techno
;GiantShivanMission_Loop: Dramatic fight music
;H_music1_loop_new and H_music1_loop: CoH Main Menu theme
;JMission5_loop: Jazzy techno
;N_MenuMusic_loop: New main menu theme
;NewRave1_loop to NewRave6_loop: Pocket D
;P_Music1_loop: Going Rogue main menu theme
;SkullsRaveMusic_loop: Heavy techno
;SigStoryArc_Combat_Loop: Increasingly dramatic theme
;SpeakeasyMusic_loop: Upbeat, light techno
;SpookyCaveRoom_loop: Slow, ambient chords
;Stats_loop: Generic techno
;Studio55_01_Loop: Generic house music
;TsooAmb1_loop: Peaceful bells and chords
;V_Music1_loop: CoV main menu theme
;Yins2_loop: Chinese beat
===<span style="color:blue">Ambiance (Misc.)</span>===
----
;Agony1_loop and Agony2_loop: Crazy noises made by crazy people
;Bar2_loop: Crowded bar
;BarAmb2_loop: Quiet bar
;Boat1_loop to Boat4_loop: Boat engine and rushing water, with horns in the distance
;Blackwand2_loop: Pulsing energy
;Cadence_loop: Distant marching steps and drum beats
;Cellblock_loop and Cellblock2_loop: Sirens and ringing bells
;ChurchBells_loop: Church bells
;ColiseumCrowd_Ambience_1_loop to ColiseumCrowd_Ambience_4_loop: Shouting audience
;crwodamb2_loop: Crowd
;CrystalSteamPit_loop: Pulsing energy
;Donut_loop: Restaurant
;factory3_loop and factory4_loop: Quiet, metal thumping
;factoryrattle_loop: Rattling machines
;FastFood_loop: Crowded restaurant
;FirstWard_ShadowyComets_Loop: Distorted pulse with high pitch streaks
;FirstWard_ShadowyOrb1_Loop: High pitch whining hum
;Flotilla_EngineRoom_Clack_Loop: Clacking noise
;Flotilla_EngineRoom_Water_Loop: Echoing, hollow ship interior
;Flotilla_MachinePulse1_Loop and Flotilla_MachinePulse2_Loop: Distant machines pulsing
;Flotilla_ShipCreaks1_Loop: Creaking metal
;hospital5_loop: Hospital room
;gamblingamb1_loop: Crowd and jingling coins
;generaldestruction_loop: Chaos
;giantpump_loop: Rhythmic, distant, hollow thumping metal
;KingsRowSirens_Loop: Distant sirens
;klaxon2_loop: Klaxon
;Mariachi_loop: Mariachi band
;Midnight_Club_Library_02_Loop: Hushed whispers and rustling
;MonkeyFight1_loop: Monkey fight
;MusicStore_Loop: Terrible violin
;nemesisbubble_loop: Soft bubbling with tinny hum
;NemesisHalberd_loop: Quiet burning
;outbreak4_loop: Riot with sirens
;Pinball1_loop: Pinball
;Prison1_loop: Prison riot, high-pitched siren
;PoolAmb1_loop: Pool hall
;PropPA_loop: Low, droning voice over a PA
;Propaganda1_loop: Deep, booming voice over PA
;PRadio1_loop: Quiet, police radio chatter
;radiocom1_loop: Tinny, distorted, alien-like voice
;RecluseVO3_loop: Recluse's Grandville speech
;Resistance_Ghouls_Battle1L_Loop: Warfare
;Ruladak1_loop: Low, pulsing hum
;RularuuMonumentBuild_loop: Distorted dimensional energy hum
;RuneVox_loop: Airy, mystic hum
;Sentinal3_loop: Distorted, echoing, strange noises
;Siren1_loop: High-pitched siren
;sonor2_loop: Sonar
;Spooky2_loop: Creepy background noise
;tele1_loop: Telephone
;VoxStatic_loop: Distorted voice
;WarehouseAmb2_loop: Original SG base sound FX </br />An airy, pulsating tech hum
;WoodenGears2_loop: Wooden gears moving
===<span style="color:blue">Ambiance (Nature)</span>===
----
;Apparitions_LieutenantAura_Loop: Distorted wind
;Apparitions_MinionAura_Loop: Low, distorted wind
;ActiveMold_loop: Low, rattling, bubbling sounds
;Bats_Scattered_Loop: Chattering bats
;birds_loop: Birds chirping
;BoneClub_loop: Hollow hum
;calmwater_loop: Calm pond
;Cave_Pool_01_Loop to Cave_Pool_04_Loop: Echoing pool of water
;Cave_River_ActiveA_01_Loop to Cave_River_ActiveC_01_Loop: Rushing river
;Cave_River_Alcove_01_Loop to Cave_River_Alcove_03_Loop: Calm, moving water
;Cave_River_CalmA_01_Loop to Cave_River_CalmC_01_Loop: Moving water
;Cave_Trickle_01_Loop and Cave_Trickle_03_Loop: Echoing, dripping water
;Cave_Wind_02_Loop and Cave_Wind_04_Loop and Cave_Wind_05_Loop: Calm wind
;ChantryThunder_loop and ChantryThunder2_loop: Storm system
;CloudOfIce_Loop: Quiet, icy wind
;CragsWind_Loop: Quiet wind
;creatures_loop: Various animal sounds
;CricketsBirds_loop: Crickets, birds, and owls
;DestroyedOurorobos_Wind_Loop: Soft wind and thunder
;EdenAmb1_loop: Wild birds
;FirstWard_InvertedShadowyPaths_Loop: Park, birds, pulsing hum
;FirstWard_Vortex1_Loop: Plusing, low grumbles that shift into higher pitched winds
;FirstWard_WaterLapsBuilding01_Loop and FirstWard_WaterLapsBuilding02_Loop: Shoreline
;FirstWard_Wind_Hi_Loop: Loud wind
;FogWind_loop: Still, empty wind
;Giantoctopus_loop: Low grumbling with water
;gloop_loop: Gloop loop
;Grasshoppers_Loop: Grasshoppers
;Grasshoppers-Crickets_Loop: Grasshoppers and crickets
;gulls1_loop: Seagulls
;HamidonSeed_Idle_Loop: Distorted insect noises
;HamidonSeed_Malignant_Continuing_Loop: Bubbling liquid
;Hamidon_Room_Loop: Slow pulsing hums
;KingsAmb1_loop: Empty wind
;LavaBG_loop: Lava
;LiquidTank_Loop: Bubbling liquid
;Midnight_Club_01_Loop: Empty cave
;Mushroomportal_loop: Soft, windy hum with whispers
;N_Rain_Loop: Rain
;RobotRoom2_loop: Rumbling lava
;room1_loop: Empty air
;room2_loop: Deeper empty air
;rularuustorm_loop: Wind, thunder, and electricity
;SeedOfHamidon_Breathing_Loop: Whale sounds
;SeedofHamidon_LowHealth_Loop: Echoing bubbles
;Stringa_loop: Ocean, seagulls and distant sounds of boats
;StormHit_loop: Crackling electricity with low, rumbling winds
;ThePit_loop: Quiet cave hum
;Thermite_loop: Low hum
;thorneyes_loop: Grinding hum
;Tumbleweed_Wind_Loop: High pitched wind with tumbleweeds billowing
;WaterfallClose_01_Loop to WatervallClose_03_Loop: Waterfall
;WaterWaves_02Stereo_Loop: Waves on the shoreline
;WavesGulls_loop: Sea and seagulls
;windleaves2_loop: Wind blowing leaves
;Wind_Wintry_Loop: Fierce, chilling wind
;Windtunnel_loop: Wind
===<span style="color:blue">Ambiance (Tech)</span>===
----
;5thColumnPortal_loop: Loud, obnoxious portal
;ArachElev2_loop: Low Pulse
;ArachnosStatic_loop: Distorted, erratic static
;beepIBM_loop: Crazy erratic beeping
;ControlRoom2_loop: Beeping Sci-fi terminals
;IDF_BattleOrbI_Idle_Loop to IDF_BattleOrbIII_Idle_Loop: Vibrating hum
;Data2_loop: Rattling tech
;DataConsole1b_loop: Soft, erratic beeping
;electricalring_loop: Hum with electricity
;EmpowermentMachine_loop: Rushing air
;EmpowermentMachinePulse1_Loop: Slow engine
;EmpowermentMachinePulse2_Loop: Slower Engine
;EmpowermentMachineSqueak_Loop: High-pitched squeaking/grinding engine
;EmpowermentMachineSteam_Loop: Obnoxious, grinding steam sound
;Gen1_loop: Light generator hum
;GroundingRayIdle_Loop: Pulsing, high-tech energy
;HD_loop: High-pitched, squeaking fan
;hipower_loop: Fans and generic humming machines
;Laser1_loop: Tinny, high-pitched hum
;nemesis2_loop: Idle engine
;NemesisDrill_loop and NemesisDrill2_loop: Loud engines
;OroborosPortal_loop: Pulsing portal
;particle_loop: Humming tech
;particlehit_loop: Distorted humming tech
;PhalanxAmb4_loop: Beeping, Sci-fi computers
;pillboxforcefield_loop: Low forcefield
;Portal2_loop and Portal2b_loop: Pulsing portal
;portal4_loop: Low, tinny forcefield
;powermaul_loop: Pulsing electricity
;RiktiDataRm2_loop: Erratic, distorted hum
;robotbeep1_loop and robotbeep2_loop: Erratic beeping
;Sapper2_loop: Crackling electricity
;Turbine2_loop: Low, rotating generator
;vortex1_loop: Distorted portal
;vortex3_loop: Pulsing, distorted portal


===<span style="color:blue">Music+Ambiance</span>===
----
;BoomMix_loop: Techno boombox sounds, with radio static and voiceover
;Chalet_loop: Accordion music with chattering crowd
;Jukebox2_loop: An assortment of slightly muffled, old songs. Cassette put into a machine before each one
;loungemusic1_loop: Lounge music, primarily trumpet, with people speaking and plates clattering in the background
;Oroboros_loop: Some birds chirping over a calm piano song. Hints of wind and water flowing in the background.
;Swiss_loop: Ski chalet ambiance
;Tiki4b_loop: Tribal drum beats, with applause every few minutes


* You may also place your own .ogg music files into the <COH Install Directory>\data\sound\ogg folder, however only you will be able to hear the music. To share your custom music files with others so that they can hear it too, give them a copy of your music files and have them put it in the same folder that contains your file.  
==Example==
* The music will update in real time if you use the command while inside your base, so you can use this to semi-DJ events in your base.
  /sgmusic WarehouseAmb2_loop


* The background sound WarehouseAmb2_loop that played on the Sound FX channel everywhere in the base was removed. You can, of course, keep that sound in your base by using /sgmusic WarehouseAmb2_loop.
 
* You must have base editing permissions to use this command.
 
{{Navbox Supergroup Commands}}
 
[[Category:Slash Commands]]

Latest revision as of 02:23, 29 June 2022

Slash command

/sg_music filename

Sets a sound file to play over the music channel in a supergroup base.

The /sg_music command plays .ogg music files from inside the piggs or data folders of the game, and everyone who enters the base will hear the music. Music file names that end in "_loop" will loop forever. So if you use /sgmusic levelup7, for example, it will play the level up sound once and then be silent, but if you use /sgmusic Objective_loop it will play the "glowies sound" forever. When entering music file names, omit the .ogg file extension.

  • To remove the music from the SG base, use /sgmusic ""; currently playing music will fade out, not abruptly stop.
  • You may also place your own .ogg music files into the <COH Install Directory>\data\sound\ogg folder, however only you will be able to hear the music. To share your custom music files with others so that they can hear it too, give them a copy of your music file and have them put it in the same folder that contains your file.
  • You must have base editing permissions to use this command.

Music File Names

The following is a curated list of game music by @ImpishCat. More music and their file names can also be found on the Music page.

Music


i20_01High_a_Loop
Dramatic music. "01" can become "02" and "03." "a" can become "b" and "c." "High" can become "Low." Many variations.
BankHeist_loop
Fast paced techno
Carnival3_loop
Generic carnival music
Cave2_loop and Cave4_loop
Quiet military-style techno
CDEC_Lobby_Music_Loop
Peaceful chords
Chant1_loop
Ominous chanting
Freakshow1_loop and Freakshow2_loop
Industrial grungy techno
GiantShivanMission_Loop
Dramatic fight music
H_music1_loop_new and H_music1_loop
CoH Main Menu theme
JMission5_loop
Jazzy techno
N_MenuMusic_loop
New main menu theme
NewRave1_loop to NewRave6_loop
Pocket D
P_Music1_loop
Going Rogue main menu theme
SkullsRaveMusic_loop
Heavy techno
SigStoryArc_Combat_Loop
Increasingly dramatic theme
SpeakeasyMusic_loop
Upbeat, light techno
SpookyCaveRoom_loop
Slow, ambient chords
Stats_loop
Generic techno
Studio55_01_Loop
Generic house music
TsooAmb1_loop
Peaceful bells and chords
V_Music1_loop
CoV main menu theme
Yins2_loop
Chinese beat

Ambiance (Misc.)


Agony1_loop and Agony2_loop
Crazy noises made by crazy people
Bar2_loop
Crowded bar
BarAmb2_loop
Quiet bar
Boat1_loop to Boat4_loop
Boat engine and rushing water, with horns in the distance
Blackwand2_loop
Pulsing energy
Cadence_loop
Distant marching steps and drum beats
Cellblock_loop and Cellblock2_loop
Sirens and ringing bells
ChurchBells_loop
Church bells
ColiseumCrowd_Ambience_1_loop to ColiseumCrowd_Ambience_4_loop
Shouting audience
crwodamb2_loop
Crowd
CrystalSteamPit_loop
Pulsing energy
Donut_loop
Restaurant
factory3_loop and factory4_loop
Quiet, metal thumping
factoryrattle_loop
Rattling machines
FastFood_loop
Crowded restaurant
FirstWard_ShadowyComets_Loop
Distorted pulse with high pitch streaks
FirstWard_ShadowyOrb1_Loop
High pitch whining hum
Flotilla_EngineRoom_Clack_Loop
Clacking noise
Flotilla_EngineRoom_Water_Loop
Echoing, hollow ship interior
Flotilla_MachinePulse1_Loop and Flotilla_MachinePulse2_Loop
Distant machines pulsing
Flotilla_ShipCreaks1_Loop
Creaking metal
hospital5_loop
Hospital room
gamblingamb1_loop
Crowd and jingling coins
generaldestruction_loop
Chaos
giantpump_loop
Rhythmic, distant, hollow thumping metal
KingsRowSirens_Loop
Distant sirens
klaxon2_loop
Klaxon
Mariachi_loop
Mariachi band
Midnight_Club_Library_02_Loop
Hushed whispers and rustling
MonkeyFight1_loop
Monkey fight
MusicStore_Loop
Terrible violin
nemesisbubble_loop
Soft bubbling with tinny hum
NemesisHalberd_loop
Quiet burning
outbreak4_loop
Riot with sirens
Pinball1_loop
Pinball
Prison1_loop
Prison riot, high-pitched siren
PoolAmb1_loop
Pool hall
PropPA_loop
Low, droning voice over a PA
Propaganda1_loop
Deep, booming voice over PA
PRadio1_loop
Quiet, police radio chatter
radiocom1_loop
Tinny, distorted, alien-like voice
RecluseVO3_loop
Recluse's Grandville speech
Resistance_Ghouls_Battle1L_Loop
Warfare
Ruladak1_loop
Low, pulsing hum
RularuuMonumentBuild_loop
Distorted dimensional energy hum
RuneVox_loop
Airy, mystic hum
Sentinal3_loop
Distorted, echoing, strange noises
Siren1_loop
High-pitched siren
sonor2_loop
Sonar
Spooky2_loop
Creepy background noise
tele1_loop
Telephone
VoxStatic_loop
Distorted voice
WarehouseAmb2_loop
Original SG base sound FX
An airy, pulsating tech hum
WoodenGears2_loop
Wooden gears moving

Ambiance (Nature)


Apparitions_LieutenantAura_Loop
Distorted wind
Apparitions_MinionAura_Loop
Low, distorted wind
ActiveMold_loop
Low, rattling, bubbling sounds
Bats_Scattered_Loop
Chattering bats
birds_loop
Birds chirping
BoneClub_loop
Hollow hum
calmwater_loop
Calm pond
Cave_Pool_01_Loop to Cave_Pool_04_Loop
Echoing pool of water
Cave_River_ActiveA_01_Loop to Cave_River_ActiveC_01_Loop
Rushing river
Cave_River_Alcove_01_Loop to Cave_River_Alcove_03_Loop
Calm, moving water
Cave_River_CalmA_01_Loop to Cave_River_CalmC_01_Loop
Moving water
Cave_Trickle_01_Loop and Cave_Trickle_03_Loop
Echoing, dripping water
Cave_Wind_02_Loop and Cave_Wind_04_Loop and Cave_Wind_05_Loop
Calm wind
ChantryThunder_loop and ChantryThunder2_loop
Storm system
CloudOfIce_Loop
Quiet, icy wind
CragsWind_Loop
Quiet wind
creatures_loop
Various animal sounds
CricketsBirds_loop
Crickets, birds, and owls
DestroyedOurorobos_Wind_Loop
Soft wind and thunder
EdenAmb1_loop
Wild birds
FirstWard_InvertedShadowyPaths_Loop
Park, birds, pulsing hum
FirstWard_Vortex1_Loop
Plusing, low grumbles that shift into higher pitched winds
FirstWard_WaterLapsBuilding01_Loop and FirstWard_WaterLapsBuilding02_Loop
Shoreline
FirstWard_Wind_Hi_Loop
Loud wind
FogWind_loop
Still, empty wind
Giantoctopus_loop
Low grumbling with water
gloop_loop
Gloop loop
Grasshoppers_Loop
Grasshoppers
Grasshoppers-Crickets_Loop
Grasshoppers and crickets
gulls1_loop
Seagulls
HamidonSeed_Idle_Loop
Distorted insect noises
HamidonSeed_Malignant_Continuing_Loop
Bubbling liquid
Hamidon_Room_Loop
Slow pulsing hums
KingsAmb1_loop
Empty wind
LavaBG_loop
Lava
LiquidTank_Loop
Bubbling liquid
Midnight_Club_01_Loop
Empty cave
Mushroomportal_loop
Soft, windy hum with whispers
N_Rain_Loop
Rain
RobotRoom2_loop
Rumbling lava
room1_loop
Empty air
room2_loop
Deeper empty air
rularuustorm_loop
Wind, thunder, and electricity
SeedOfHamidon_Breathing_Loop
Whale sounds
SeedofHamidon_LowHealth_Loop
Echoing bubbles
Stringa_loop
Ocean, seagulls and distant sounds of boats
StormHit_loop
Crackling electricity with low, rumbling winds
ThePit_loop
Quiet cave hum
Thermite_loop
Low hum
thorneyes_loop
Grinding hum
Tumbleweed_Wind_Loop
High pitched wind with tumbleweeds billowing
WaterfallClose_01_Loop to WatervallClose_03_Loop
Waterfall
WaterWaves_02Stereo_Loop
Waves on the shoreline
WavesGulls_loop
Sea and seagulls
windleaves2_loop
Wind blowing leaves
Wind_Wintry_Loop
Fierce, chilling wind
Windtunnel_loop
Wind

Ambiance (Tech)


5thColumnPortal_loop
Loud, obnoxious portal
ArachElev2_loop
Low Pulse
ArachnosStatic_loop
Distorted, erratic static
beepIBM_loop
Crazy erratic beeping
ControlRoom2_loop
Beeping Sci-fi terminals
IDF_BattleOrbI_Idle_Loop to IDF_BattleOrbIII_Idle_Loop
Vibrating hum
Data2_loop
Rattling tech
DataConsole1b_loop
Soft, erratic beeping
electricalring_loop
Hum with electricity
EmpowermentMachine_loop
Rushing air
EmpowermentMachinePulse1_Loop
Slow engine
EmpowermentMachinePulse2_Loop
Slower Engine
EmpowermentMachineSqueak_Loop
High-pitched squeaking/grinding engine
EmpowermentMachineSteam_Loop
Obnoxious, grinding steam sound
Gen1_loop
Light generator hum
GroundingRayIdle_Loop
Pulsing, high-tech energy
HD_loop
High-pitched, squeaking fan
hipower_loop
Fans and generic humming machines
Laser1_loop
Tinny, high-pitched hum
nemesis2_loop
Idle engine
NemesisDrill_loop and NemesisDrill2_loop
Loud engines
OroborosPortal_loop
Pulsing portal
particle_loop
Humming tech
particlehit_loop
Distorted humming tech
PhalanxAmb4_loop
Beeping, Sci-fi computers
pillboxforcefield_loop
Low forcefield
Portal2_loop and Portal2b_loop
Pulsing portal
portal4_loop
Low, tinny forcefield
powermaul_loop
Pulsing electricity
RiktiDataRm2_loop
Erratic, distorted hum
robotbeep1_loop and robotbeep2_loop
Erratic beeping
Sapper2_loop
Crackling electricity
Turbine2_loop
Low, rotating generator
vortex1_loop
Distorted portal
vortex3_loop
Pulsing, distorted portal

Music+Ambiance


BoomMix_loop
Techno boombox sounds, with radio static and voiceover
Chalet_loop
Accordion music with chattering crowd
Jukebox2_loop
An assortment of slightly muffled, old songs. Cassette put into a machine before each one
loungemusic1_loop
Lounge music, primarily trumpet, with people speaking and plates clattering in the background
Oroboros_loop
Some birds chirping over a calm piano song. Hints of wind and water flowing in the background.
Swiss_loop
Ski chalet ambiance
Tiki4b_loop
Tribal drum beats, with applause every few minutes

Example

/sgmusic WarehouseAmb2_loop