Operations Center Audio Mod
Poweruser Manual

+Chapters+
Introduction
Settings
Voices and Adding more voices
Dependencies
Disclaimer

+Introduction+:

This (sub)mod adds voice lines to (nearly) all commands that can be given on the command ui.
The premis of the mod is that i though about adding voice lines to commands in a manner inspired by how the real military branches communicate
and how i imagine the "terrain" that is space might affect that.
That means the admiral you is not constantly on the coms talking personally to other ship captains under his command during combat.

You have a Executive officer that reports on weapon repairs, if the engines go down and anounces your arrival on a different ship. Than you have com officers 
and com officers on other ships of your fleet who will talk to each other upon you giving a command. In addition carriers get voice lines
from their strike craft. Voice lines of FlagCom FleetCom and StrikeCom are also affected by stress changing the way and volume they talk depending
on flux level and or hull integrity at customizable values. The FlagXO is always calm right now. FleetCom also speaks in a increasingly urgently sounding voice when the 
hull integrity falls under a certain level as does StrikeCom and FlagCom.

The mod has some settings that can be used to adjust it of which i will go through those are in my opinion interesting to the user.
However i will first go through the functions of the mod. But befor that, i do provide three presets two of which are stored under the path data/config/oca_presets/.
You have to rename the file to oca_Config and put the preset into data/config/.

+Settings+:

The settings can be found under data/config/oca_Config. There is a backup of the config already available in the base folder of this mod.

Here is a rundown of some settings that might be of interest:
-enabled: | Options: true and false | function: turns the (sub)mod of and on enable group into groupings of settings turn said 
group off and will therefor only be explained when it does something more than only turning a setting of or on.


rightClickArbitration
-dragThreshold: | Options: numbers representing pixels | function: makes it possible that no voice lines start playing when the player just wants to pan via
right click changing this might be required for different resolutions but*


fleetLevelAudio:
-ignorePlayerShipExistence: | options: true and false | functions: decides if FleetCom plays when giving commands to the Flagship


pauseAudioBehavior
-allowCommandVoicesWhilePaused: | options: true and false | functions: decides if vocies already play while the game is paused or only play 
when and as soon as the game is unpaused


volumes
-flagXO: | options: values | features: sets the base volume at which said voice plays
-flagCom: | options: values | features: sets the base volume at which said voice plays
-fleetCom: | options: values | features: sets the base volume at which said voice plays
-strikeCom: | options: values | features: sets the base volume at which said voice plays
-strikeComAmbient: | options: values | features: sets the base volume at which said voice plays


noiseReducer
-fleetComWindowSeconds: | options: value representing seconds | features: sets the amount of time needed to elapse befor the global fleetcom noise reducer is reset
-flagCom: | options: percentages in fractions of 1 | features: sets the volume for voicelines playing at the same or close to the same time. It works by randomly 
assigning voice lines to steps and adjusting the volume to whats set in that step under the following conditions:
The game is paused and you select multiple ships to send to one assignments, the game is paused and you send ships to different assignemnts, the game is unpaused
and you send ships to different assignments in an intervall shorter than 1 seconds between the right clicks (kleft click assignemtns not implemented yet), you send a
number of ships to an assignment. 
In practice that could look like this for example: game paused, selected 4 ships, assigned to eliminate enemy, 
FleetCom steps setup: step 1 volume 0.4 - step 2 volume 0.2 - step 3 volume 0.1,
ship 1 fleetcom responds with step 1 volume 0.4, ship 2 fleetcom responds with step 2 volume 0.2, ship 3 fleetcom responds with step 3 volume 0.1 
ship 4 fleetcom is not setup so the level of the step befor is used.
Fleet com is special due to the way its programmed so its noise reducer applys to all voice lines that start befor 5 (configurable) seconds of silence have elapsed.
-fleetCom: | options: percentages in fractions of 1 | features: same as flagCom
-strikeCom: | options: percentages in fractions of 1 | features: same as flagCom


stress
-tenseFluxThreshold: | options: percentages in fractions of 1 | features: flux level over which voices emiting from that ship become tense
-panicFluxThreshold: | options: percentages in fractions of 1 | features: flux level over which the ship under the panicHullThreshold but with shields emits paniced vocies
-panicHullThreshold: | options: percentages in fractions of 1 | features: hull level under which the ship if its a phase ship or has no shields sends paniced vocie lines
a ship with shields sends tense voice lines when under what is set for panicFluxThreshold

packRotation
In active right now will be readded as soon as the adding of additional voice variants is implemented and explained.

flagXO
-index: | options: value | features: chooses which of the speech group gets used for the flagXO will be explained under Adding your own voice lines

flagCom
-usePlayerShipStress: | options: true and false | features: if the flagship comm officers change voices depending on the flagships flux and hull status
-panicDuringShuttle: | options: true and false | features: if the flagship comm officers panic while the player is on inside the shuttle
-suppressDuringShuttle: | options: true and false | features: if the flagship comm officers talk at all when the player is transfering ships via shuttle
-maxPlaysPerWindow: | options: value | features: sets the maximum amount of FlagCom that is allowed to start talking each tick
-maxQueuedLines: | options: value | features: sets the maximum amount of FlagCom that is to queue when the game is paused. 
They will play at the same time when the game is unpaused

fleetCom
-hullThreshold: | options: percentage in fraction of 1 | features: hull level under which fleetcom of that ship sends a message in a paniced manner
-maxPlaysPerWindow : | options: percentage in fraction of 1 | features: same as FlagCom
-maxCachedReactions : | options: percentage in fraction of 1 | features: same as FlagCom
-ignoreFlagship: | options: true and false | functions: also decides if FleetCom plays when giving commands to the Flagship
-delaySeconds | options: value representing seconds | features: set the time alloed for FlagCom to finish talking until FleetCom starts talking

strikeCom
-onlyCurrentFlagshipWings: | options: true and false | features: sets if strikecraft accross the week send strikecom messages or if only strikecraft from the own
ship can send them
-maxPlaysPerWindow: | options: value | features: same as Flagcom


+Voices and Adding more of them+:

It would be best here to start with explaning the files and the file layout
/sounds/flagcom/voice_1/IceFire_line_1.ogg for example. The voice line is in the folder flagcom so it belongs to flagcom so far so simple. voice_1 is the folder
for calm voice lines other folders are voice_2 for tense, voice_3 for panicked, voice 4 for near death on strike craft voice 5 is XO drive down, voice 6 is weapons
fully repaired voice_7 is for fleetcom when ships are under the amount of hull integrity required to send a panicked message voice 9 is for the XO when the player
arrives at a ship via shuttle. 
In these voice_x folders the voicelines can be found. The main mod so far only come with one voice variant. The creation of additional variants is beyond this manual.

The sheet provided with the mod gives a quick overview over the included and planed mods as well as the on delivery state of the mod.

+Dependencies+:
No dependencies and the mod can be removed without breaking saves.

+Disclaimer+:
This is an audio mod and i havent set any bounds to the volume levels so take care when setting them up. Check the base level of new voicelines you add.
Rule of thumb is voice levels that stay under 1 are save, boosting the audio can be dangerous and so can be playing untested voice packs.