I decided to put together this web page both to make the recordings available to anyone who might find them useful, and as a way to suggest some uses for audio triggers that some might otherwise overlook. For the most part, the order of triggers in your list doesn't matter, so I try to group mine by function (such as different ways a spell can fail) or by sound (various things this sound can mean). However, if more than one trigger matches something in your chat window, only the first of the triggers gets played, and there are places where I depend on that; I've tried to remark on the cases where it matters.
If you're completely unfamiliar with audio triggers, here is a brief tutorial on how they work, including how to add your own custom audio files.
If you know how to run Perl programs, here is a short program that converts back and forth between the EQ format and an unnumbered list; it makes it much easier to move blocks of triggers around and cut and paste between characters.
The other type of trigger is when I try to do something that I would normally expect to work, and it fails. This can be because I'm out of mana, or my inventory is full, or I'm trying to cast a spell while a bank window is open, etc. Again, usually the sound simply alerts me that something went wrong and I check the chat window to see what the problem is. In most cases the failure happens immediately when I try to do the action, so I know what it is that just failed and the only question is why. (Spell-casting failures are actually more in the first category, since they usually happen at the end of the cast and thus my attention may already be elsewhere.)
In both cases I try to use more attention-grabbing sounds for events that need a more immediate response. For instance, being unable to buy something because my inventory is full is less important than noticing when I do a trade and some of the items fall to the ground because I'm full. For the really important cases I combine one of the more urgent sounds with a spoken word.
Here is the list of audio triggers I use for most of my characters, along with commentary on some of the fine points. If the sound shown is a link, it links to the .wav file, which you can download and install in your AudioTriggers\shared folder if you want to use it. Sounds that are not links are built into the game as part of the AudioTriggers\default folder.
Though capitalisation doesn't matter in the trigger phrase, I try to match the capitalisation used by the game, to make it easier to recognise the message text.
This trigger is the first in my list so that it takes precedence over things like "tells the group"; i.e. I get the countdown message when someone tells the group about a Complete Heal. Note: You might need to adjust the phrase to match what your healer says when casting CH. Remember that trigger phrases ignore upper/lowercase, so don't trigger on just "CH" or you'll be alerted any time a word appears that contains "ch"!
The group and chat triggers come first (after CH) so they'll be the sound I get if someone tells the group/guild/whatever something that would otherwise fire off a more specific trigger. (E.g., if someone in the guild happens to say "You are no longer feigning death", I'll get just the guild-chat sound.) I include the open-quote (actually apostrophe) on some of them so they won't trigger on voice-tells.
|Tell2||tells the group, '|
|Tell2||tells the raid, '|
|Thump||tells the guild, '|
|Alert5||invites you to join a|
This is one of the cases where I wish the trigger pattern could include a wildcard, so I could match "You tell*AFK Message". As it is, these triggers sometimes fire off on other people's AFK messages. I try to make my actual AFK messages distinctive enough to avoid that, though.
|Alert3||'AFK Message: Trader mode.|
|Appearing||You feel yourself starting to appear.|
|Visible||You become visible.|
|Visible||You return to view.|
|Visible||Your shadows fade.|
|Visible||The mystical foliage vanishes.|
|Visible||The cloud of indifference fades.|
|Visible||Your body shifts into phase.|
Another "happy event" that's important to notice is when a Divine Intervention or similar spell saves me from death; some forms of this include a few ticks of invulnerability, and it helps if I realise what's happened so I don't squander my second chance at life. (I chose the word "shielded" for this trigger so I could re-use it in a trigger alerting my SK when he's using his pet as a living shield.) This trigger includes my character's name so it won't fire off from other characters' death pacts.
|Thump2||You have become better at|
|Thump2||has been poisoned|
|Shielded||Sukrasisx's death pact has been benevolently fulfilled!|
As with the death pact trigger, the "fallen to the ground" message has my character's name in it so I don't get alerted when other nearby players fail to feign death.
|Fallen||Sukrasisx has fallen to the ground|
|Broken||You are no longer feigning death|
|Resist||The strength of your will allows you to resume feigning death.|
|Clear||Your enemies have forgotten you|
The first autofollow message is the one you get when you get out of range. The other is when you retake control by turning or moving yourself; since it happens as a result of me doing something it doesn't require as obvious a sound, but I find it does sometimes help to have a reminder that my action turned off autofollow.
|Alert2||You are no longer auto-following|
I've found three different messages that can arise from objects falling to the ground: when I accept a trade, when I /autoinventory or drop an item in the middle of my inventory window, and when I try to give someone an item but they're too far away. The sound mixed with "Dropped" is Alert3, which is the other one I find particularly attention-grabbing. I use it more for non-combat matters. Once I had the audio file it was the obvious choice for the fourth message in the group as well.
|Dropped||The item has dropped to the ground!|
|Dropped||You have no more room. The item falls to the ground.|
|Dropped||You just dropped your|
|Dropped||You LOST a level! You are now level|
When I cast a spell I usually press the hotkey or mouse and my attention is already elsewhere by the time I finish casting, so it helps to have a trigger alert me if something fails. Many of these use specific words in the trigger so I know what the problem was and whether I should just recast or try something else (e.g., if out of mana).
The first trigger in this group used to include a misspelling ("collapes") because that's how the game spelled it so the trigger had to match. Finally one day I actually did get left behind by a succor and was surprised because I hadn't heard my audio warning. I checked and found they'd fixed the game! I didn't have a really appropriate word already recorded for this one, so I went with the same sound file as when Feign Death fails, because both events leave me with the same feeling of "oh, you're screwed now!" combined with "well, get up and try to survive long enough to do it again!" The second one is also specific, but Gate isn't always as urgent as Evac so I just treated it as a special type of fizzle.
Note the Null audio file used for a particular spell resist. Null.wav is a zero-duration sound file. Not all of my characters have this trigger; the ones who both cast spells and do melee include it so I can find out about spell resists in general (the next trigger down) while not being spammed by mobs resisting my weapon proc. Similarly, the Null triggers on "Effect spell" and "Aura of Insight" wearing off are to avoid being spammed by my pets moving out of range of auras, while still being alerted when other buffs wear off my pets and when buffs wear off that I've cast on players. My wife's cleric also uses a Null trigger so she doesn't get told when her heal-over-time spells wear off. (Whereas when I run my cleric, I'm happy to be reminded of that.)
|Fallen||The portal collapses before you can escape!|
|Fizzle||Your gate is too unstable, and collapses.|
|Null||Your target resisted the Strike of Opportunity|
|Resist||Your target resisted the|
|Fizzle||Your spell fizzles!|
|Interrupt||Your spell is interrupted.|
|Alert||You are missing some required components.|
|Null||Effect spell has worn off|
|Null||Aura of Insight spell has worn off|
|Alert2||spell has worn off|
The "Out" messages below cover a range of things, but mostly they involve things that failed immediately when I tried to do something, unlike (say) spells, where there's a cast time before the interrupt or resist message. For these, the trigger tells me that whatever I just tried to do, failed because something was missing, and if it's not obvious I can look at the chat window for the details. Alert4 is the same sound as "Out", but for some reason I felt the failure to Bash worked better without the spoken part.
The trigger about the Pet is for when I use a hotkey to control my pet when I don't currently have a pet. (In my cleric's case it probably means he tried to summon his animated hammer while targetting the tank instead of the mob, so the spell failed.)
|Out||Insufficient Endurance to activate this ability!|
|Out||Insufficient Mana to cast this spell!|
|Out||Item is out of charges.|
|Out||Throwing mighty (checks nametag) Pet! at|
|Out||You do not have enough room to use this bandolier.|
|Out||, but you can't afford to buy them.'|
|Out||tells you, 'You cannot afford the|
|Out||You can't fish without|
|Out||Sorry, but you don't have everything you need for this recipe|
|Alert4||You need to equip a shield in order to BASH|
Failing a tradeskill combine felt so much like a spell fizzle that it seemed natural to re-use that audio file. The "Alert" sounds are mostly for cases where I've forgotten to do something, like when I try to cast a spell without closing a bank window, but for symmetry I also use it when I try to trade with someone else who's got a banker or merchant open.
The one for "Your spell would not have taken hold" (as distinct from the more common "Your spell did not take hold") was added after my Wizard nearly died trying to recast his self-only levitation buff and a bug (which seems maybe to have been fixed since then) prevented the self-only spell from taking hold if he had something else targetted.
|Fizzle||You lacked the skills to fashion the items together.|
|Fizzle||You can't hold the book open with your hands full.|
|Alert||You must first select a target for this spell!|
|Alert||You can only cast this spell in the outdoors.|
|Alert||You are too distracted to cast a spell now!|
|Alert||You must be standing to attack!|
|Alert||tells you, 'I'm busy right now.'|
|Alert||Your spell is too powerful for your intended target.|
|Alert||Your spell would not have taken hold on your target.|
|Alert||Your inventory appears full! How can you buy more?|
|Alert||You cannot pick up a lore item you already possess.|
|Alert||You cannot loot this Lore Item. You already have one.|
|Alert||You already have that Lore Item on your person or in the bank.|
|Alert4||You must be standing on a Buyer platform|
|Out||You don't have the compensation offered.|
;tell Bristlebane's Wine Could not find player 00FA2E000000000000000000000000000000000D75999Bristlebane's
As some folks know, the gibberish can be used to construct hotkeys that put item links into /ooc or other chat. That's because the gibberish is really the game's secret number for identifying what the object is. And it turns out that the good and bad forms are really different objects, so I've set up audio triggers to notice the particular gibberish each of them produces. Now, not only can I test the jester's bread and wine before tasting it, I can test the bread/wine that someone else got just by having them send me a link! (I just use their link to do a ;tell as shown above.)
The Rage triggers fire off a bit more often than I'd like, because they also react to player pet's becoming enraged. I haven't found a good way to prevent that. (I could add Null triggers for each possible pet name becoming enraged, and for "'s warder" and "'s pet", but that's awkward.) But being alerted to enraged mobs is important enough that I tolerate the occasional false report..
|Dispel||You feel a bit dispelled.|
|Dispel||You feel dispelled.|
|Dispel||You feel annulled.|
|Summon||You have been summoned!|
|Gate||begins to cast the Gate spell|
|Rage||has become ENRAGED|
|Clear||is no longer enraged|
Some other NPC tells, such as "Your inventory appears full", are covered by earlier triggers. That's why these come at the end, so the earlier ones can take precedence when they apply.
|Null||tells you, 'That'll be|
|Null||tells you, 'I'll give you|
|Null||tells you, 'Welcome to my bank!'|
|Null||tells you, 'Come back soon!'|
|Null||tells you, 'A fine donation! You'll receive|
|Null||tells you, 'We graciously accept your|
|Null||tells you, 'I cannot accept your|
|Null||tells you, 'You have increased your skill in|
|Null||tells you, 'I am unable to wake|
|Null||tells you, 'Attacking|
Tells from players that are really their AFK message feel like they warrant a different alert:
|Alert4||tells you, 'Sorry, I am A.F.K|
|Alert4||tells you, 'AFK Message:|
And now finally I can trigger on any tells that weren't caught by earlier triggers. I use the same sound as for hails and invitations.
|Alert5||tells you, '|