Sg music (Slash Command): Difference between revisions

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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.
* 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]].


* 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.
===Music===
* 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.
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
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


* 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.
==Example==
* You must have base editing permissions to use this command.
/sgmusic Objective_loop

Revision as of 17:01, 24 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.

  • 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 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 Objective_loop