Sound - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods (https://www.frictionalgames.com/forum/forum-35.html) +--- Thread: Sound (/thread-5348.html) |
Sound - Homicide13 - 11-07-2010 So, I made a sound node in my level, and set the "active" check box unchecked... but the sound still plays when the map starts up. D: It doesn't make any sense to have a burning sound when there is no fire... Anybody else have a similar problem? or know how to fix it? Pretty much what I want to do is keep the sound off but turn it on at a certain point in the game. (I know how to turn it on, I'm just having problems making sure it's not running when I don't want it to be... :/) RE: Sound - anzki - 11-07-2010 For sounds you should use PlaySoundAtEntity fuction, not the SetEntityActive. RE: Sound - Homicide13 - 11-07-2010 well I'm currently using Code: FadeInSound("Sound_2",0.5f,false); RE: Sound - anzki - 11-07-2010 Don't use sound things.(Those that are in map editor.) They will be active right in the beginning no matter if it's set inactive. To make a sound activate on middle of level, use PlaySoundAtEntity. RE: Sound - Homicide13 - 11-07-2010 (11-07-2010, 06:33 PM)anzki Wrote: Don't use sound things.(Those that are in map editor.) They will be active right in the beginning no matter if it's set inactive. To make a sound activate on middle of level, use PlaySoundAtEntity. So in other words there is no way to set the radius of a sound smaller than the default (if it's not running when the map starts)? RE: Sound - Stangi - 11-07-2010 Quote:So in other words there is no way to set the radius of a sound smaller than the default (if it's not running when the map starts)? You can edit the .snt file to change the radius and other settings for the sound. RE: Sound - Homicide13 - 11-07-2010 Hmm, that would mean that anybody playing my map would have to also unpack extra files. Well, I guess it depends on how big/serious this project becomes. RE: Sound - anzki - 11-08-2010 You can just include them in your custom story folder. They are not so big. Make a folder called Sound inside it and place all those custom snt's there. Also you can decide it's name, and I would recommend to change it. (I am not sure how game reacts if you have two sound files with same name.) |