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Music in a certain area
Greven Offline
Member

Posts: 106
Threads: 13
Joined: May 2011
Reputation: 3
#7
RE: Music in a certain area

(05-29-2011, 10:28 AM)palistov Wrote: You can use scripted collisions to control the music. Create an area that is as wide and long (height will not matter, as long as the player will walk through it) as the giant hall you are speaking of. Let's say you call it "grand_hall_area". In your OnStart() function put this:

AddEntityCollideCallback("Player", "grand_hall_area", "MusicControl", false, 0);


Then create the MusicControl function like this:

void MusicControl(string &in asParent, string &in asChild, int alState)
{
if(alState == 1) PlayMusic("soothingmusicfile.ogg", true, 1.0f, 0, 0, true);
if(alState == -1) StopMusic(0, 2);
}

This way, whenever the player enters the area (when alState is 1), the music will begin. When the player exits the area (alState is -1), the music will stop with a fade time of two seconds.

Um for me it doesnt work, so im wondering if that is the whole script? Oh and ive changed the soothingmusicfile.ogg to amb_09safe

[WIP] Recidivus
05-30-2011, 08:55 AM
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Messages In This Thread
Music in a certain area - by Greven - 05-28-2011, 08:25 PM
RE: Music in a certain area - by laser50 - 05-28-2011, 08:55 PM
RE: Music in a certain area - by xtron - 05-28-2011, 08:57 PM
RE: Music in a certain area - by Greven - 05-28-2011, 09:25 PM
RE: Music in a certain area - by xtron - 05-28-2011, 09:58 PM
RE: Music in a certain area - by palistov - 05-29-2011, 10:28 AM
RE: Music in a certain area - by Greven - 05-30-2011, 08:55 AM
RE: Music in a certain area - by palistov - 05-30-2011, 09:20 PM



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