Update 0.1.7
Upcoming release — not released yet. This page describes additions planned for G1R:MP 0.1.7. They are not part of the public 0.1.6 packages.
Built-in game audio
Client resources can play Gothic Remake's own sound effects, music and localized dialogue using catalog keys. See Game audio for examples, ownership, asynchronous results and limitations. Game dialogue catalog contains the complete list of 34,795 dialogue identifiers, split into browsable pages.
New client functions:
- playSoundFromGame and playSound3DFromGame
- stopGameSound
- setGameSoundVolume and setGameSoundPaused
- setGameSound3DPosition and setGameSound3DMinMaxDistance
- getGameSoundState
- preloadGameSound and getGameSoundInfo
- getGameSoundCatalog
New client event: onClientGameSoundResult.
Dialogues follow the game's selected voice language. Audio handles are resource-owned and automatically cleaned up when their resource/lifecycle ends. Playback is client-local; a server script chooses listeners through targeted client events. Existing resource-file audio and voice chat remain separate and unchanged.
Request acceptance is not playback confirmation. Dialogue preload is requested rather than independently confirmed; no automatic music replacement, cross-client timeline synchronization or late-join replay is implied. See the game-audio limits before integrating.