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Warcraft III Peon Voice Notifications for Claude Code

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Re: Warcraft III Peon Voice Notifications for Claude Code

#151
post #99
post #94

Earlier quoted context omitted.

38, I played 2, but it was pretty bad compared to Warcraft III. Three still holds up just as well as it did back then.

Not to be a patronizing old fart, but may I assume that you played II after III? If so I can understand it, but II was very special when it came out, and I never revisited it after. I think it's a case of being better when it came out than another thing was when it came out, despite the other thing being comparatively better without the context of its time.

2 is a much harder game in my opinion. I don’t think even at the hardest difficulty level Warcraft 3 has any levels that require you to do a contested marine landing and then build a base before immediately being attacked again. The final Orc mission took me forever to beat. And the expansion? Good lord.

Re: Warcraft III Peon Voice Notifications for Claude Code

#152
post #135

Earlier quoted context omitted.

If you went to the website, you'd know there are multiple sets to choose from and create your own

I went to the website, and I'm just scared how overengineered it all seems to be.

Uh, are you sure you did? I mean it's just using the hooks API of Claude code to play a sound via the terminal itself?

Heck, they even outlined it in the readme

> peon.sh is a Claude Code hook registered for SessionStart, UserPromptSubmit, Stop, and Notification events. On each event it maps to a sound category, picks a random voice line (avoiding repeats), plays it via afplay (macOS) or PowerShell MediaPlayer (WSL2), and updates your Terminal tab title.

Looking at the install script and peon.sh does not raise any over engineering flags for me. It's as simple as the functionally makes it necessary

Re: Warcraft III Peon Voice Notifications for Claude Code

#154
post #139
post #138

Maybe 20 years ago a build system at Google was called "grunt". For some reason I came across a CL description that said something like "make the build 10% funnier." It made the build script output an additional "zug-zug" line 10% of the time.

kek

Alliance! Get ‘em!!!

Re: Warcraft III Peon Voice Notifications for Claude Code

#155

If you want this to work over SSH, you'll need a different approach. I wrote an article about getting sounds from iTerm2 over SSH a while back: https://cgamesplay.com/post/2020/11/25/iterm-plugins/#playin... Then it's just a simple Claude code hook to play whatever sound: https://github.com/CGamesPlay/dotfiles/blob/0fd07aea4863b581...

Just use OSC 9 or 777 to trigger desktop notifications. Much easier and supported in most major terminal emulators.

Re: Warcraft III Peon Voice Notifications for Claude Code

#158
post #119

Earlier quoted context omitted.

Agreed. Now I'm still waiting for someone to succeed at a clean-room recreation of Majel Barrett's voice, so we can finally have computers sound like they always should have. We could've been there a decade ago, but the high-quality audio samples, made officially and specifically with possibility of this use in mind, got trapped somewhere between the estate, producers, and a commercial interest that called dibs, and…

For those like me who are not into Star Trek lore deep enough to recognize the name, she voiced the Star Trek computer in basically all the series .

Thanks. I wasn’t sure what she voiced. I thought “computers sounding like they always should have” might mean GladOS from portal.

Re: Warcraft III Peon Voice Notifications for Claude Code

#160

Earlier quoted context omitted.

Agreed. Now I'm still waiting for someone to succeed at a clean-room recreation of Majel Barrett's voice, so we can finally have computers sound like they always should have. We could've been there a decade ago, but the high-quality audio samples, made officially and specifically with possibility of this use in mind, got trapped somewhere between the estate, producers, and a commercial interest that called dibs, and…

I would like WOPR's voice from Wargames.

Apparently John Wood read the lines in reverse order to make the enunciation weird. If you train a model, feed the lines you want in reverse word order, then split on silence and reverse them again, you should come close.
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