@simba - I'm glad that you like it. You don't have to modify any of the games code at all - in fact, we don't really have any access to the games code, apart from the binary version of it that actually allows us to play the game of course (grin). So no, you don't have to do any coding. To use the software with a config someone else has made you just launch SoniFight, pick your config, click the run button then run your game - the software will do everything else to provide additional audio cues as specified in the config for that particular game.
If you decide that you want to write a config for a particular game that you want additional audio cues for, then that's where it gets a little more complex as you have to find pointer chains to the values of interest (in the software this is called a 'watch'). And then you have to provide a criteria for the value to match and a sample to play (which in the software is called a 'trigger').
There's an in-depth user manual that comes with it, so you'll be able to have a look through that to understand how it all fits together when the software's released.
@CAE_Jones - Absolutely. My hope is that people will get together to 'crowd-source' the creation of configs for the games they feel would benefit from it. There could even be things like polls for which games or aspects to tackle next that you could vote on. I don't know what's going to happen when the software's released, but I'm excited to find out!
@kool_turk - The audio samples in that demonstration are file based, and each trigger (i.e. each sample that plays) has its own volume control, so you can set the volume you'd like it to be played. The range is between 0.0 and 1.0. Also, you're free to change any sample from what's provided to any kind of tone or beep you'd like. In addition, each sample has a playback speed property so if you wanted a series of tones that descended in pitch, then you could just have a single 'beep' sample and adjust the playback speed to change the pitch. If I'd used a series of tones or chimes in the video, then I'd also have had to explain what each one means - so I just wanted it to be clear what condition is being reacted to in this instance.
However, prior to this morning, if you wanted all the samples to play quieter or louder you'd have to go through each trigger and set the volume for each one individually. As this wasn't ideal I've just added master volume controls for normal and continuous triggers to the main game config so that all trigger volumes can be adjusted by changing just a single number. So thanks for your feedback, you've just helped improve the software
@Sightless - Yuppers, exactly!
@hadi.gsf - You're welcome! And I don't think you'll have any trouble using the software with existing configs, but as mentioned creating your own configs is where it gets a little bit trickier.