Originally Posted by Kanegasi
It was a shame PlaySoundKitID was removed. I used this hack to silence some UI sounds and the UI never, as far as I knew, didn't even use KitID, so I hooked PlaySound and then used PlaySoundKitID to generate the handle+1. Instead of the variable switch you have, I went with adding an extra argument to PlaySound.
Lua Code:
local blockedsounds={ igCharacterInfoClose=840, igCharacterInfoOpen=839, igMainMenuClose=851, igMainMenuOpen=850, igPlayerInvite=880, igQuestListClose=876, igQuestListOpen=875, [839]=839, [840]=840, [850]=850, [851]=851, [875]=875, [876]=876, [880]=880, } local function silence(name,handle,_,_,own) if blockedsounds[name] and not own then _,handle=PlaySound(64,'Master',false,nil,true) if handle then StopSound(handle) StopSound(handle-1) end end end hooksecurefunc('PlaySound',silence)
I also have a framepool I left out that skips a frame then checks for a block variable and plays the sound anyways if the block variable is false. The sound names in the table were left in from when PlaySound used those, I kept them for history's sake.
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So before I go an further, is that example above a working revision?