It exists already: FCO ChangeStuff.
It provides a list of all sounds and you can move them to the right side to mute them.
If you want your own small addon:
Just add that 1 line
Code:
SOUNDS["ABILITY_SYNERGY_READY"] = SOUNDS["NONE"]
to any of your addon's
EVENT_ADD_ON_LOADED
callback function
Means:
Search for EVENT_ADD_ON_LOADED in the lua file of a sample addon.
You can even download a sample addon like this here for that purpose:
https://www.esoui.com/downloads/info...nTemplate.html
Or read here and build your own very small sample (you only need the basci skeleton code, no XML, no saved variables etc.!)
https://wiki.esoui.com/Writing_your_..._skeleton_code
Then at the line where you find something like
EVENT_MANAGER:RegisterForEvent("MyAddonName", EVENT_ADD_ON_LOADED , <here is either a function name or a new anonymous function created via
function() .... end )
Either in that anonymous function() ... end where the ... relate to the exising code lines, just add after the exisitng code lines the 1 line from above.
Or if there is a function name specified like doOnAddonLoad
Search for that "function doOnAddonLoad" or just "doOnAddonLoad" and find where teh function is defined via doOnAddonLoad = function( or function doOnAddonLoad( and there will be code in that function.
Before the closing end of the function add the 1 line.
It should then apply at each load of the addon for you and make it shut up
Based on the skelleton code of the exampple/turial addon above:
Lua Code:
-- First, we create a namespace for our addon by declaring a top-level table that will hold everything else.
FooAddon = {}
-- This isn't strictly necessary, but we'll use this string later when registering events.
-- Better to define it in a single place rather than retyping the same string.
FooAddon.name = "FooAddon"
-- Next we create a function that will initialize our addon
function FooAddon.Initialize()
-- ...but we don't have anything to initialize yet. We'll come back to this.
end
-- Then we create an event handler function which will be called when the "addon loaded" event
-- occurs. We'll use this to initialize our addon after all of its resources are fully loaded.
function FooAddon.OnAddOnLoaded(event, addonName)
-- The event fires each time *any* addon loads - but we only care about when our own addon loads.
if addonName == FooAddon.name then
FooAddon.Initialize()
SOUNDS["ABILITY_SYNERGY_READY"] = SOUNDS["NONE"]
end
end
-- Finally, we'll register our event handler function to be called when the proper event occurs.
EVENT_MANAGER:RegisterForEvent(FooAddon.name, EVENT_ADD_ON_LOADED, FooAddon.OnAddOnLoaded)