REDNODE / DOCS

Sound Tracer

Example apps / sound-tracer / v0.3.0

Overlay appneeds rednode

The game's sounds, live: every event it posts to its audio engine and every sound it loads, each with a button to play it again.

Simulated game
Mod log

    The sounds on this page are made up and play as a tone: in the game the plugin hooks its audio engine and plays the real recordings.

    How it works

    audio.trace hands over batches about ten times a second. Played rows are events, named when REDnode knows the name (REDbridge's list, loaded by the host, so no permission is needed). Loaded rows are sound ids.

    Each column is its own scrolling list that keeps the newest 2,000 rows; the window around them has a fixed size and never scrolls. Rows stick to the bottom unless you scroll up.

    Play on an event plays its own recordings in turn through REDnode's engine (audio.playGame with { event }), heard wherever the sound is in the game; it is greyed for an event with none, such as a stop event. G posts the event through the game on V instead, with the game's mix. Play on a Loaded row plays that one recording. Stop beside each stops it; Stop all stops everything the Tracer started.

    The host also writes every row to red4ext/logs/rednode-sound-trace.log, so nothing is lost when a column drops old rows.

    Part of REDnode Sound Tools.

    What it uses

    audio.trace audio.event audio.playGame a window that never scrolls

    Try this

    Use it

    Copy the files into red4ext/plugins/REDnode/apps/sound-tracer/ in the game folder, or start your own package from them: change id and name in the manifest first. The whole folder is on GitHub.