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RoarForever / Architecture

RoarForever: Architecture

RoarForever — architecture

RoarForever.lua with Options.lua and Locales.lua provides emote and sound handling, settings/preview UI, options persistence and localizations; test_addon.py and an existing CHANGELOG document ongoing releases.

Source inspection establishes file and code design, not live-client verification.

0.6.0-beta architecture

The TOC loads Locales.lua, RoarForever.lua and Options.lua and declares saved RoarForeverDB settings. The runtime maps 22 voice-emote categories to built-in FileDataIDs for races, sexes and Skyborne; the option panel offers a per-category switch and sound preview; localization data contains official-pattern emote templates rather than generic guessed keywords.

The 0.6.0-beta COMM payload records emote, voice key, event and optional position/instance. The receiver favors peer packets where available, with a 0.10s text fallback and deduplication in both arrival orders. A same-instance distance of 50 yards or greater produces silence; mismatched instance IDs also suppress audio. Missing position permits full fallback. In-range FileDataID playback remains available while verified SoundKitIDs are missing, so smooth volume attenuation is not yet confirmed. Group train COMM is suppressed where the game already handles group train sounds.

Treat full two-part Forever player names as identity, avoiding invented realm-suffix concerns. test_addon.py tests a simulated environment; real sound playback, audio channel/mix, positioning and client compatibility require live game verification.

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Author: Babuni.dev

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