A little background: I play DoomRL with some modifications to the stock soundset. The modifications are mostly for powerups, player weapon firing/reloading, and a couple individualizations to monster attack sounds. I am aware that monster pain sounds can be set on a per-creature basis, but I've left those all but untouched, only changing the pain sounds for the boss monsters (Shambler, Cybie, AoD, and Spidey). Not all the modifications were originally my work, but I remember where everything comes from in my significantly altered sound.lua.
Since my introduction's probably just scared off the non-technical forumites, my big questions for anybody left are:
*Can a given event have different sounds depending on what conditions the event procs? Specifically, I'm asking about the "berserk counter increase" event (I know, scientific terms). It apparently is presently hooked only to the pickup sound of the Berserk Pack. I changed that pickup sound to be a couple seconds of psychotic, murderous screams, which is awesome. Hearing the whole sound whenever I proc the Berserker trait in a fistfight, not so much.
*Next, I also changed the Thermonuclear Bomb to have an even greater "kaboom" when the timer hits zero, but all nuclear explosions seem to use the same sound clip, and is not related to the sound as set on a per-item basis. Is this sound controlled elsewhere from sound.lua?
*Can I set the sound for overcharging a weapon? If so, what's the action I'd need to add into the .lua under an overchargeable weapon?
*Finally, can assemblies be given a different soundset versus their base item? (Probably not, I think DoomRL treats assemblies basically as the base item. Personally, I'd think it'd be cool if assemblies became new items.)
From what I know, it looks like the first two cases may be hardcoded. In that case, perhaps it might be worth considering a change, or at least a second look.