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Siege of Orgrimmar (5.4)
Updated:09-15-13 10:31 PM
Created:unknown
Downloads:19,223
Favorites:132
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Categories:RolePlay, Music Mods, Casting Bars, Cooldowns, Druid, Combat Mods
5.4
Hear Kitty  Popular! (More than 5000 hits)
Version: 1.5.3
by: VgerAN [More]
Hear Kitty plays soothing and distinct orchestral sounds as you gain and spend your combat resources. It's like having your own theme music! You'll hear tones as you gain combo points or stacks of your buffs, and when you hear the final note played, you'll know it's time for a finishing move. Never watch for little red dots or buff stacks again!

These classes and specs work with Hear Kitty:
  • Druids (in cat form): combo points
  • Rogues: combo points
  • Enhancement shamans: Maelstrom Weapon charges
  • Elemental shamans: Lightning Shield charges
  • Paladins: holy power
  • Discipline priests: Evangelism stacks
  • Shadow priests: Shadow Orb stacks
  • Marksmanship hunters: Ready, Set, Aim... and Fire! stacks
  • Unholy death knights: Shadow Infusion stacks on your ghoul
  • Destruction warlocks: burning embers
  • Monks: chi
  • Arcane mages: arcane charges
  • Vehicles with combo points (such as the drakes in Eye of Eternity)
Version 1.5.3

For Arcane Charges, Hear Kitty will play the proper tones. (Previously it treated Arcane Charges as if they counted to six; now it counts to four.)

Version 1.5.2

Fixed a bug where Hear Kitty could repeatedly play sounds when the "only play a sound when the resource is maxed" option is on, if you played a class where the resource being tracked was a buff (like Maelstrom Weapon).

Version 1.5.1

Fixed a bug where Hear Kitty would play extra sounds for shadow priests if they had previously been discipline spec.

Version 1.5

All Hear Kitty features, classes, and specs should now work for German, Spanish, French, Portuguese, and Russian players. Those languages also include a machine-translated UI. Some Hear Kitty features (but not all classes and specs) will work in other languages.
If you have any suggestions or corrections to the existing machine translations, or would like to translate Hear Kitty into a different language, please let me know!
Added support for arcane mages (Arcane Charge stacks).
Changed the way that holy power and chi work: previously Hear Kitty would not play a sound when spending only 1 of those resources, since it can't tell the difference between a resource that was spent and one that expired. That behavior was weird for Tiger Palm, which costs 1 chi and is used frequently. The new behavior is that Hear Kitty will continue to play sounds when 1 chi is lost if you're in combat, or if it was your last chi, but not if you're out of combat and you still have some chi left. This behavior should be more pleasant and predictable.
Hear Kitty will no longer play sounds for gaining and losing holy power, chi, and shadow orbs when your level is too low to use those resources.
Hear Kitty will no longer play sounds during the preparation phase of a battleground or arena.
Fixed a bug where Hear Kitty would play sounds even when its sounds were disabled for classes other than druid and rogue.
Optional Files (1)
File Name
Version
Size
Author
Date
Type
Volume 2 for patch 5.4
453kB
09-15-13 10:30 PM
Addon


Archived Files (1)
File Name
Version
Size
Author
Date
1.5.2
159kB
VgerAN
07-27-13 08:59 PM


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Unread 12-03-06, 02:20 PM  
tattooedpierre
An Aku'mai Servant
 
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I love the idea of this mod; it's great! The only problem I had was that I didn't really hear the sounds that clearly. I guess this is due to the sound of me actually hitting a mob and also music/ambience etc.

I was going to have a look at the sound files and bump up the volume a little (but keeping those sounds, they're great). Would you mind?
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Unread 12-03-06, 02:38 PM  
VgerAN
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Go right ahead. I picked the sound levels that I thought sounded best when compared against the built-in sounds, but everyone's tastes will be a little different.

Before going to that effort, though, you might play around with the different sound options within the game; there are a variety of different sliders you can move around. Also, you'll need to make sure from now on, when updating to different versions, not to overwrite your updated sounds. Once you're done, you might want to mark them as read-only so you can't accidentally replace them with mine.
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Unread 12-03-06, 02:52 PM  
tattooedpierre
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Originally posted by VgerAN
Go right ahead. I picked the sound levels that I thought sounded best when compared against the built-in sounds, but everyone's tastes will be a little different.

Before going to that effort, though, you might play around with the different sound options within the game; there are a variety of different sliders you can move around. Also, you'll need to make sure from now on, when updating to different versions, not to overwrite your updated sounds. Once you're done, you might want to mark them as read-only so you can't accidentally replace them with mine.
Thanks for that; yeah I'll make some louder sounds (it's my hearing ) and I'll keep them seperate. I have the effects slider to max so I'll use QuickTime/SoundStudio to bump up the gain a little and see how it goes. Great mod
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Unread 12-08-06, 04:54 AM  
Zebby
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This mod helps those who pvp or pve long night...following asleep....sound kinda keep you on time hitting the right buttons...I like it 7/10
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Unread 12-10-06, 11:55 PM  
VgerAN
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I've found that too. I can press V and get health nameplates over my enemies' heads, and now I don't need to look up at the top of the screen anymore to know how many combo points I have.
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Unread 10-06-07, 04:47 PM  
Bashui
A Murloc Raider
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I have been tryign to figure it out, but I seem to be having a compatibility problem with Hear Kitty. After the latest patch, some combination of addons causes the sounds to stop playing. In my normal setup I have some 40ish addons, and if I have HK and DrDamage enabled, I get no soudns from HK. However, if I disable everything but these two, they both work fine. Any idea how I can figure out what is causing the problem?


Also, I was wondering what you would think of adding support for something that plays sounds on energy gain (Malorne 2 piece bonus, energy ticks, etc.) Do you think that would be hard to add?
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Unread 10-09-07, 11:16 PM  
VgerAN
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Originally posted by Bashui
I have been tryign to figure it out, but I seem to be having a compatibility problem with Hear Kitty. After the latest patch, some combination of addons causes the sounds to stop playing. In my normal setup I have some 40ish addons, and if I have HK and DrDamage enabled, I get no soudns from HK. However, if I disable everything but these two, they both work fine. Any idea how I can figure out what is causing the problem?


Also, I was wondering what you would think of adding support for something that plays sounds on energy gain (Malorne 2 piece bonus, energy ticks, etc.) Do you think that would be hard to add?
Hmm, I'm not sure where to start from there. There's not a lot *to* playing sounds; if they're not playing, it's probably just because of a game bug, unless one of those mods is actually trying to change the function that plays sounds. Patch 2.2 introduced a lot of audio changes; have you tried increasing the position of the sound channels slider? That might be related.
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Unread 07-04-08, 09:44 AM  
Malthus
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Thumbs up Thanks for the update!

Thank you VGerAn for updating this useful but also entertaining mod! Although it was still working perfectly, its nice to have an update and now it seems you added some options with an amazing ui too!

One small request: I remember that you had a low-voice sound pack for Hear Kitty, could you perhaps upload it as an optional file to this site?
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Unread 07-04-08, 02:22 PM  
VgerAN
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Re: Thanks for the update!

The Hear Kitty optional low volume sound pack will show up on this site and Curse as an optional add-on for Hear Kitty soon, once it's approved. Feel free to grab it from whichever site manages to get it up first.
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Unread 08-16-08, 05:34 PM  
Aethra
A Deviate Faerie Dragon
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Thumbs up Kudos

I got this mod thinking it would be cute for a while and then it would become annoying and I'd drop it.

Not true at ALL. It is so handy to not have to stare at the screen to see combo points while in a raid and trying to monitor a million other things at the same time.

Great mod!
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Unread 08-17-08, 01:16 AM  
VgerAN
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Re: Kudos

Thanks! I had the same feeling when I was writing it -- I feared that the sounds would become obnoxious. Now I can't bear to play my rogue or druid without them.
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Unread 10-15-08, 10:08 PM  
joemawma
A Murloc Raider

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WotLK version not working?

Vgeran, thanks for a great addon! I am having some trouble after the 3.x patch, though - is it working for anyone else?
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Unread 10-16-08, 08:34 AM  
blay
An Aku'mai Servant

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Not working here either.
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Unread 10-16-08, 04:53 PM  
joemawma
A Murloc Raider

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Man, I never realized how dependent on it I am...does anyone know of a (working) alternative? I had come to appreciate ccComboPoints too, but it seems to be out of commission as well.
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Unread 10-18-08, 01:54 AM  
kevinlabs
A Kobold Labourer

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Easy fix

This was posted on Curse today. It was pretty simple to fix. The line numbers he gives are slightly off, but it's fairly obvious which lines you are supposed to change. It works great with these changes.





n00blet said
Friday, October 17, 2008 4:55:03 AM

The API for GetComboPoints has changed

Open Hear Kitty.lua in a text editor and change

Line 30-31:
function KittyOnEvent(Event, Arg1)
if Event == "UNIT_COMBO_POINTS" and Arg1 == "player" then


Line 51:
if (KittyOptions.Enabled == true) then KittyComboSound(GetComboPoints("player")) end


Line 253:
KittyCoreFrame:RegisterEvent("UNIT_COMBO_POINTS")
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