# ProffieOS 7.7 Beta (done)

**URL:** <https://crucible.hubbe.net/t/proffieos-7-7-beta-done/2911>\
**Category:** ProffieOS\
**Created:** [February 6, 2023, 8:34am UTC](https://crucible.hubbe.net/t/proffieos-7-7-beta-done/2911 "2023-02-06T08:34:27Z")\
**Posts on this page:** 1\
**Showing post:** 16

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**Author:** ![Fett263](https://crucible.hubbe.net/user_avatar/crucible.hubbe.net/fett263/32/214_2.png) [@Fett263](https://crucible.hubbe.net/u/Fett263)\
**Post date:** [February 10, 2023, 6:05pm UTC](https://crucible.hubbe.net/t/proffieos-7-7-beta-done/2911/16 "2023-02-10T18:05:19Z")

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@profezzorn These are probably good to link to for users to look through as they test and as a start point for “documentation”.

> [@ProffieOS7.x "Alt Font" pre-alpha discussion](https://crucible.hubbe.net/t/proffieos7-x-alt-font-pre-alpha-discussion/2519):
>
> In ProffieOS7 the “Alt Font” capability will allow style code to change the font sounds being used by setting up “altNNN” folders within the font. This may not look like much on the surface, but this is a key piece to a whole new level of synergy between styles and fonts. In OS7, style code will now be able to change the sounds your font is using in real-time. “Alt” font is a new way to set up your fonts to work with styles so that you can change any and all sounds in the font to match to the visual effects. Here are some demos I’ve shot so far but there are many more uses. Alt Font can be used with Kyber Select styles to allow the change in color/effect to also align to a specific “alt” folder in your current font. [[ProffieOS7 Visual and Sound Effect Synergy Demo (1 of 11) - Kyber Select 2.0] ](https://www.youtube.com/watch?v=Jq7SdbDuk_8) Alt Font can be used with ColorSelect\<\> styles for Dual Phase or Multi Phase blades so each color/effect aligns to a specific “alt” folder. [[ProffieOS7 Visual and Sound Effect Synergy Demo (2 of 11) - "Pull to the Darkness" with alt Font] ](https://www.youtube.com/watch?v=W30sOvwuJDA)[[ProffieOS7 Visual and Sound Effect Synergy Demo (3 of 11) - Corran Horn Dual Phase] ](https://www.youtube.com/watch?v=egSKzrYglzU) Alt Font can also be used with “interactive” styles to create “states” in your blade styles that not only change how the blade looks but how it sounds for a temporary or toggled effect [[ProffieOS7 Visual and Sound Effect Synergy Demo (4 of 11) - Interactive Ice Blade 2.0] ](https://www.youtube.com/watch?v=5P6dLmLZGMU)[[ProffieOS7 Visual and Sound Effect Synergy Demo (5 of 11) - Interactive DOOM Crucible Blade 2.0] ](https://www.youtube.com/watch?v=T0NImOMPLpo) In order to implement you will need to set up “alt” folders in your font for the sounds you want to toggle/synchronize and then include the necessary transitions (coming soon) in the style code to interact with the font. Setting Up “alt” sounds in your font. What this means is you can set up any of the sounds you want to change via the style code in an “altXXX” folder. So let’s say we want to change the hum, in, out, swingh, swingl and swng sounds in our current font to match to visual changes in the style code. We would set up the font like so: \<root\> alt000/ alt001/ alt002/ alt003/ alt004/ bgndrag/ bgnlb/ bgnlock/ bgnmelt/ blst/ boot/ clsh/ drag/ enddrag/ endlb/ endlock/ endmelt/ font/ force/ lb/ lock/ melt/ quote/ ... you’ll then put the hum, in, out, swingh, swingl, swng sounds into the “altXXX” folders, this will allow these sounds to be selected by the style code \<root\> alt000/ hum/ in/ ou…

> [@ProffieOS7.x "Randomization of Selected Sounds" pre-alpha discussion](https://crucible.hubbe.net/t/proffieos7-x-randomization-of-selected-sounds-pre-alpha-discussion/2521):
>
> This allows for the randomization of selected sounds. This can be used for any effect but is especially important for Transition Sounds here: [ProffieOS7.x "Transition Sounds" pre-alpha discussion](https://crucible.hubbe.net/t/proffieos7-x-transition-sounds-pre-alpha-discussion/2520) The Transition Sound is a selected sound, meaning the style code will select the exact sound file to play. In order to prevent monotony Fredrik has added this new way to randomize sounds. If I set up a “Lightning” bolt sound, an explosion sound, a fireball sound, etc. for use in transition animations, the style code would select and play that sound by it’s number so say it’s: tr000.wav for lightning tr001.wav for explosion tr002.wav for fireball When I want the lightning sound to trigger the style code calls sound “0” (which = 000), for explosion it would call “1” and fireball it would call “002”. Now if I wanted to have multiple sounds for each to get more diversity in the sounds I would set up the tr sounds like so: \<root\> tr/ 000/ 000.wav 001.wav 002.wav 003.wav 004.wav 001/ 000.wav 001.wav 002.wav 003.wav 004.wav 002/ 000.wav 001.wav 002.wav 003.wav 004.wav Then when the 0 sound is called the OS will randomly select from the 000.wav, 001.wav, 002.wav, 003.wav or 004.wav available. NOTE: all sounds must have the same number of sub files or you will get an error in font directory. This allows the style to pick the right sound but still have some randomization in what’s played.

> [@ProffieOS7.x "Transition Sounds" pre-alpha discussion](https://crucible.hubbe.net/t/proffieos7-x-transition-sounds-pre-alpha-discussion/2520/3):
>
> You’ll need a prop that supports the sound for it to work, the base OS doesn’t support.

> [@ProffieOS7.x "Accelerating / Decelerating Transitions (BEND TIME)" pre-alpha discussion](https://crucible.hubbe.net/t/proffieos7-x-accelerating-decelerating-transitions-bend-time-pre-alpha-discussion/2524/1):
>
> This is the accelerating/decelerating transition effects capability. [[Sneak Peek / Proof of Concept - New Accelerating / Decelerating Ignition and Retraction Effects] ](https://www.youtube.com/watch?v=INkuR66y9P8)[[Sneak Peek - Demo - Accelerating / Decelerating SparkTip Ignition and Retraction for ProffieOS] ](https://www.youtube.com/watch?v=j4E3fTb-ax4) Usage: When “Bend” Time is less than 32768 the transition will start fast and decelerate at the end, when it is above 32768 it will start slow and accelerate to the end. You can use IgnitionTime\<0\>, RetractionTime\<0\> or WanLen\<\> to auto time the transition to the sound. In testing thus far you need longer transition times to show the accel or decel well. Best bend values to start are either Int\<10992\> and Int\<98304\> but you can play with values to adjust accel/decel times. The BEND values will be editable via Edit Mode and ProffieOS Workbench using below arguments so you will be able to test and adjust on the saber when OS7 releases wink IGNITION\_OPTION2\_ARG RETRACTION\_OPTION2\_ARG TrWipeX\< BendTimePowX\< IgnitionTime\<0\>, Int\<10992\>\> \> TrWipeInX\< BendTimePowX\< RetractionTime\<0\>, Int\<98304\>\> \>

> [@ProffieOS7.x "Mini Games & Advanced Interactive Styles" pre-alpha discussion](https://crucible.hubbe.net/t/proffieos7-x-mini-games-advanced-interactive-styles-pre-alpha-discussion/2525):
>
> These effects are primarily intended for use in “mini game” styles or more advanced interactive styles, like Interactive Blast. On their own they won’t actually trigger anything, when used in combination with my prop and styles using they can be put together to allow for mapping the branches in a mini-game (more to come). [[ProffieOS7 Proof of Concept - ANH Training Remote "Mini Game"] ](https://www.youtube.com/watch?v=IoIgQ4Bzdiw)[[ProffieOS7 Proof of Concept - Interactive Blaster Deflection] ](https://www.youtube.com/watch?v=EKxhKoAzYBw)

> [@ProffieOS7.x "Conditional Effects" pre-alpha discussion](https://crucible.hubbe.net/t/proffieos7-x-conditional-effects-pre-alpha-discussion/2523):
>
> These are used for “Conditional” effects within style code, they allow for us to set up specific conditions in which an effect is triggered; i.e. BladeAngle\<\>, SwingSpeed\<\>, etc. This is especially helpful for Staff or Dual bladed sabers running on a single board but can also be applied to multiple other uses. [[Proof of Concept - Conditional Lockup Effects for Dual Blade / Staff Sabers] ](https://www.youtube.com/watch?v=NKdN9LpGeT4)

> [@ProffieOS7.x "Secondary Blade Effects for Staff/Dual Blade Saber" pre-alpha discussion](https://crucible.hubbe.net/t/proffieos7-x-secondary-blade-effects-for-staff-dual-blade-saber-pre-alpha-discussion/2522):
>
> These effects will require my prop and new style code to enable Dual blades or Staff sabers to have individually controlled/triggered ignitions and retractions. [["Proof of Concept" Secondary Ignition/Retraction Effect for Staff / Dual Blade Sabers for ProffieOS7] ](https://www.youtube.com/watch?v=KKwA6jlrihw) \<code for this is not merged yet, will expand explanation when available\>

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