The Dink Network

Dink Sound Reference

May 11th, 2011
v1.00
Score : 7.0 good
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'Tis a surprisingly useful .html file that lists all the sounds loaded in start.c and describes them, and as a strawberry on top, also the sounds that exist in the sound folder but aren't used in the game. As dressing on top of that strawberry, the file also lists the default speed that each of the sound effects plays in.

I did not think I would really use this file when I downloaded it. After all, you can just look the sounds up in start.c. To my surprise, however, I found myself referring to this thing quite often... It is faster to find them here than looking for the sounds in start.c, and certainly easier to distinguish each sound as Sparrowhawk explains what they sound like in an understandable enough fashion.

As this file is a web document, one huge improvement would be to add buttons in there that actually play the sounds, but even without such fidgetry, the sound reference is quite good and unexpectedly useful, if not a file that you couldn't live without.
June 20th, 2024
v1.00
Score : 8.3 good
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yeoldetoast
Peasant They/Them Australia
LOOK UPON MY DEFORMED FACE! 
The included base sound effects are a mess of at least 49 WAV files at offensively low sampling rates with 8.3 filenames that provide only the barest of description to the aspiring modder. This is an HTML file that goes through each and every sound effect, including bundled but not loaded ones, and provides a brief description to the reader of what each one sounds like, along with the corresponding sound slot.

The first segment is an introduction, followed by a list in alphabetical order with a brief description and sampling rate, and then the start script of Skeleton B with each sound listed by slot with a comment underneath describing the "correct" sampling rate.

Unfortunately, two major problems stand out from all of this. The first is that the sampling rates provided are those specified by the WAV file themselves, rather than those used internally by the engine or by the default scripts which means many will sound slightly off if played back at the specified rate. The second is that the hard-codedness of various slots is omitted. These include the following:

1: Ducks
2-4: Pigs
7: Default warp, 12KHz
9: Default attack
11: Choice menu scroll and inventory move
13: Experience ticks, 15 and 29KHz
14: Gold
15 and 16: Player hurt sounds, 25KHz
17: Inventory exit and choice menu select
18: Inventory open and item select
19: Mouse error sound

Attempting to replace any of the above will result in a world of pain, as most of these are fixed at a 22KHz playback rate in an era where 96KHz SFX are just about the norm. Otherwise, this is an incredibly useful HTML file that is well worth referring to in case you've forgotten what something sounds like.
August 3rd, 2009
v1.00
Score : 9.9 exceptional
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pillbug
Peasant He/Him United States
Love! True love! 
I often find myself wondering what 'Nono' sounds like, and I no longer have to listen to the sound to find out what it is. This goes for all the sounds. This reference includes a short, accurate description for every sound found in Start.c and some that aren't even loaded. I use this file frequently, and I just now decided to review it. It includes the speed for all sounds, and the sound numbers used in Skeleton B are there as well. It's a great reference, and I recommend it to anyone who wants a quick summary of the sound of 'Nono'. Or any other sound for that matter.

10/10 For doing what it's supposed to with easy use and accessibility (no download necessary). This is a great file.