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Zaklęciojebacz_Forever

Map your favorite sounds to in-game spells. Own assets needed!

Zakleciojebacz for WoW: Forever

Bind custom sounds to your spells, to game events, and to the buffs and debuffs you care about — they play when you cast, level up, get a killing blow, press a cooldown, or land a DoT. This is Zakleciojebacz built for World of Warcraft: Forever.

Features

  • Bind any sound file to any spell in your spellbook, or your pet's — one binding covers every rank of a spell, so it keeps playing as you learn new ranks
  • Hits target: a spell's sound can play when it lands on your target instead of when you cast it: a Fireball as it arrives, every one of your Arcane Missiles. Add a Crits sound and a critical hit plays both at once. Missed, Dodged, Parried, Blocked and Resisted each get a sound of their own, played instead of the hit's
  • Show unlearned: bind sounds ahead to spells you will learn as you level, talents you have not taken and your class's rune abilities
  • Replace the game's own sound for a spell or a buff instead of playing yours on top of it, at every rank, profession spells included
  • Bind sounds to game events — 28 of them, from logging in to ready checks and switching your talent spec
  • Bind sounds to buffs on you — cooldowns you press, procs, raid buffs, world buffs and externals other players cast on you
  • Bind sounds to debuffs on your target — your DoTs, crowd control, raid utility debuffs
  • Over 200 buffs and debuffs ship ready to bind, covering all nine classes, the runes, and the world buffs (Rallying Cry of the Dragonslayer, Songflower Serenade, Spirit of Zandalar, Dire Maul, Darkmoon Faire)
  • Bind sounds to specific spell IDs (useful for items, toys, mounts, NPC abilities)
  • Every entry is labelled by category, with a search box and filter dropdown
  • Automatic detection of spells that change form mid-combat, and of buffs and debuffs you have not seen before
  • Throttle control so rapid casts don't cut each other off, with optional queueing
  • Preview sounds before assigning
  • Sounds play on Master channel (respects your volume settings)
  • Movable, resizable window; draggable minimap button; addon compartment entry
  • Account-wide saved bindings and settings (shared by all your characters); the Show unlearned box is per character

Installation

  1. Extract to _forever_/Interface/AddOns/Zakleciojebacz_Forever/
  2. Create the sounds folder: _forever_/Interface/ZakleciojebaczSounds/ — the same folder name as the retail Zakleciojebacz, so you can copy your sounds over as they are
  3. Add your sound files (.ogg, .mp3, .wav) to that folder
  4. Launch the game and type /zj, click the minimap button, or use the addon compartment

Usage

The window has four tabs:

Tab What it binds
Spells anything you or your pet cast
Events things that happen to you — logging in, dying, a ready check
Buffs buffs that land on you
Debuffs debuffs that land on your current target

All four share the same sound library, so a sound you add once can be bound to any of them.

  1. Open the window with /zj or the minimap button
  2. Pick a tab and select a row from the list
  3. Click "Add Sound…" and enter your sound filename (e.g. mysound.ogg)
  4. Click "Set Sound" to bind it

Clear removes a binding. Preview plays a sound without binding it.

Spells Tab

The list holds your spellbook, your pet's abilities, any spell IDs you added yourself, and anything the addon detected you casting. It's one flat alphabetical list — entries the addon added itself carry a small badge saying detected or added, so you can tell them apart at a glance.

A spell is one row, whatever its rank. Fireball has twelve ranks; the list shows one Fireball, and a sound bound to it plays for every rank — the one you know now, the ones you learn later, and a low rank you still keep on an action bar. Spells the game casts for you under the same name count too: an Overload bolt plays your Lightning Bolt sound.

A sound bound to a pet ability plays when your pet casts it.

Three controls narrow it down, and they combine:

  • Search box — matches the name
  • Category dropdown — one category at a time, with counts
  • Show detected — untick to hide auto-detected spells, leaving just your spellbook and what you added by ID
  • Show unlearned — tick to add, greyed, the spells you can still learn as you level, the talents you have not taken and your class's rune abilities. A sound bound to one plays as soon as you learn it. Remembered per character

A bound spell you cannot cast right now (a talent you dropped, your pet's ability while the pet is dismissed) is always listed, greyed, badged not learned or pet not out.

Clean Up at the bottom removes every detected spell with no sound bound to it. Anything you've bound is kept, and anything removed comes straight back the next time it's cast.

When the sound plays

Play on, above the sound list, picks the moment: Cast plays as the cast goes off, Hits target when the spell lands on your target: a missile as it arrives, every missile of a channel such as Arcane Missiles, an instant as it connects. Each moment has a sound of its own, and the menu shows which are bound.

Crits plays as well when the hit is a critical, at the same moment as the Hits target sound: set both, and a crit plays the two together, a normal hit only the first. Neither waits behind your other sounds: they play as the hit lands. A Crits sound works on its own too, for crits only.

Missed, Dodged, Parried, Blocked and Resisted, below a line in the menu, play instead of the hit sound when your target avoids the spell that way, so a resisted spell never plays its hit sound. Only a full block or resist counts: a partially blocked or resisted hit still landed, and plays the hit sound. Immune, evaded and reflected stay quiet. Each works without a hit sound, too.

The game doesn't tell addons which spell hit something, only that your target took a hit and of which school (Fire, Arcane, …). So the first hit of the spell's school after your cast counts as its hit:

  • A hit of the same school landing first, a party member's or your own damage over time ticking, plays it early.
  • Physical spells, such as Aimed Shot, share their school with auto-attacks.
  • Only your current target counts: a spell cast at something else never plays it, and changing target drops whatever is still in the air.
  • Your other spells claim their own hits, sound or not: an Arcane Blast cast right after Arcane Missiles is not taken for a late missile.
  • Spells that only put a debuff on the target, such as Polymorph, Fear or a damage over time, deal no damage when they land, so the game reports only their misses and resists: their Resisted and Missed sounds work, and the menu marks Hits target no hit. For the landing, bind the debuff's Applied on the Debuffs tab. Buffs have no moment here at all.
  • Weapon procs such as Windfury, Instant Poison, Seal of Command or Fiery Weapon are cast by the game when another hit lands. They have a tab of their own, Procs, which lists every one on record from the start (Windfury's main hand and off hand are one row, as are Windfury Totem's ranks), and their moments work like a spell's: its hit is the one right after the hit that set it off, so the swing before it, crit and all, is never taken for a Windfury crit. A proc only waits for its hit while it has a sound for one. Some procs, such as Windfury on WoW: Forever, are never reported to addons as cast at all: their hit is then taken by timing, the hit landing right after a swing while the enchant is on your weapon, so dual-wield swings landing together, or someone else's hit at that instant, can occasionally pass for it.

/zj hits lists your hit sounds and reports every hit on your target in chat, to see what gets matched.

Replacing the game's own sound

Select a spell you've bound a sound to and tick Replace audio instead above the sound list. The spell's own sound is muted, at every rank, so yours plays in its place instead of on top of it.

The game can only mute sound files, not spells, and almost every spell shares its files with others. So:

  • Other players casting the same spell go quiet too.
  • So does anything else that reuses one of the files. The note under the box names the spells you're most likely to notice and counts the rest.
  • Weapon swings and your character's voice aren't part of the spell's sound and keep playing.

The game's sound comes back when you untick the box, clear the binding or log out. Nothing stays muted once Zakleciojebacz stops running.

Adding Spells by ID

  1. Click Add by ID…
  2. Type the spell ID — a live preview shows the name and icon it resolves to as you type
  3. Optionally pick a category, or leave it on Auto
  4. Click Add, then assign a sound as usual

Any rank's ID will do: it lands on the spell's one row.

Events Tab

Sounds for things that happen to you rather than things you cast. All 28 are listed from your first login.

Category Events
Session Log In · UI Reload · Zone Change · Level Up
Character Switch Talent Spec · Change Talents · Mount Up · Dismount · Enter Rested Area · Leave Rested Area
Combat Enter Combat · Leave Combat · PvP Match Starts · PvP Match Ends
Kills & Deaths Killing Blow (PvP) · Your Target Dies · Boss Kill · You Die · You Resurrect
Progress Achievement Earned · Quest Turned In · Loot Window Opens
Social & Interface Ready Check · Dungeon Queue Pops · Group Invite · Duel Request · Merchant Window · Mailbox

Hovering an event tells you what it does and whether the sound plays at the start or the end of it. Anything your client won't hand to addons is greyed out and marked "Not available on this client".

Buffs and Debuffs Tabs

Two tabs for auras rather than casts — a sound when Rallying Cry of the Dragonslayer lands on you, when the cooldown you just pressed actually goes off, or when your DoT falls off the boss. Zakleciojebacz hands the game a rule — this unit, this spell, this sound file — and the game plays the sound itself, so they work in raids, dungeons and PvP alike.

  • Buffs fire only when the aura lands on you.
  • Debuffs fire only when the aura lands on your current target.

Every rank of an aura is watched: bind Power Word: Fortitude once and any rank of it plays your sound.

Group What's in it Shown to
Raid Buff Fortitude, Arcane Intellect, Mark of the Wild, the Blessings, Battle Shout, Trueshot Aura… everyone
World Buff Rallying Cry of the Dragonslayer, Warchief's Blessing, Songflower Serenade, Spirit of Zandalar, Dire Maul's three, Sayge's fortunes everyone
External Power Infusion, Pain Suppression, Blessing of Protection, Innervate, Soulstone… everyone
Cooldown the buttons you press — Adrenaline Rush, Combustion, Avenging Wrath, Recklessness… your class only
Proc the ones that light up on their own — Clearcasting, Hot Streak, Maelstrom Weapon, Shadow Trance… your class only

Debuffs are not filtered by class, and are grouped as DoT, Crowd Control, Silence, Healing Reduction and Utility (Sunder Armor, Faerie Fire, the curses, Winter's Chill and friends).

Choosing when the sound plays

Every aura can have a sound for each moment of its life. Select an aura, pick a moment under Play on, then pick its sound: Set Sound and Clear change only that moment.

  • Applied — the aura lands.
  • Gains a stack — an aura already on gets another stack: the 2nd and each one after, not the first (that is Applied), and not a refresh at the most stacks. Only for auras that stack: the menu marks the ones that never do.
  • Falls off — the aura expires or is removed: "Arcane Power is gone".

Combustion is listed twice: the buff you cast holds three charges and never stacks; its crit bonus, which stacks up to 10, is the second Combustion row (tagged Proc).

  • Ending soon (buffs only) — the sound starts as many seconds before the buff runs out as the sound lasts, so both end together: Quake's "Quad Damage is wearing off". The addon times each sound the first time it plays; binding one it has never heard plays it once to time it.

Ending soon follows the buff's own timer whenever the game shows it, which is always out of combat, and stays quiet if the buff ends early. In combat the game hides buff timers from addons, so the addon times your own cast of the buff instead, using how long the buff lasted the last time it could see it: cast it once out of combat first. A buff someone else gives you in combat, or one you can also cast on others, gets the sound only while the game shows its timer. /zj ending shows what each one knows.

Replacing a buff's sound

The Buffs tab has the same Replace audio instead box, under Play on. Tick it and the buff's own sound is muted, so the sound you bound plays in its place: Vanish, Power Word: Shield or Blessing of Protection landing on you, at every rank.

The same rules apply: the buff goes quiet on other players too, and so does anything else that reuses its files, which the note under the box names. Many procs have no sound of their own, so their box stays greyed out; the chime that plays with a proc's spell alert is shared by every proc and can't be muted for one. Debuffs don't have the box.

Scan for Auras

Scan for Auras looks at the buffs currently on you and the debuffs currently on your target, and adds anything new. The aura has to be active, and scanning works in the open world, out of combat. Sounds you've already bound keep working everywhere.

One thing the game won't let any addon do

A rule names a unit and a spell, with no caster: a tracked debuff fires for anyone's cast of that spell on your target. The game also stops every aura sound after five seconds (Ending soon excepted); bind a longer sound on the Spells tab instead.

Sound Settings

  • Min. time between sounds — the shortest gap allowed between two sounds. Defaults to 0.3s; set it to Off to disable. On the Buffs and Debuffs tabs it counts per aura, and for sounds after the cast (Hits target, Crits, Missed, …) per spell: a hit sound is never held back by another sound.
  • Queue sounds during throttle — sounds triggered inside that gap are queued (up to three) and played in sequence.

Adding Custom Sounds

  1. Place your sound files in the _forever_/Interface/ZakleciojebaczSounds/ folder
  2. In-game, click "Add Sound…" and enter the filename
  3. If you just added the file, type /reload first

The sounds folder must exist before launching the game: the game only picks up new folders on a full restart. It sits outside the addon folder, so updates never delete your sounds. Removing a sound from the list also clears every binding that used it.

Commands

Command Description
/zj Toggle main window
/zj scan Scan for new buffs and debuffs without opening the window
/zj catalog Report the shipped aura list, and any spell IDs your client doesn't recognise
/zj ending Report each buff's Ending soon sound: how early it plays, how long the buff lasts, and whether it can be timed in combat. /zj ending reset forgets the learned durations
/zj hits List your sounds after the cast (Hits target, Crits, Resisted, …) and report every hit on your target in chat, with what it was matched to. /zj hits off stops the reports
/zj help List the commands
/zj verbose Toggle chat announcements for newly detected spells (off by default)

Troubleshooting

An aura is in the list but its sound never plays

Usually the wrong spell ID — the spell that applies the aura rather than the aura itself. Get the aura onto yourself or your target and use Scan for Auras, which reports the ID the game uses. For a shipped entry, /zj catalog lists any IDs your client doesn't recognise.

An expected buff or debuff isn't in the list

It may be another class's Cooldown or Proc (filtered to your class on purpose), or not in the shipped list yet. Get it onto yourself or your target and Scan for Auras, or add it by ID.

Zaklęciojebacz_Forever Team

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