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Solved Ambiencemusic help!
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rallelol Offline
Member

Posts: 51
Joined: Dec 2011
Reputation: 1
Post: #1
Ambiencemusic help!
Hello! I'm 97% done with my new custom story, "Big P's House". You should definitely check it out when it's released this friday (tomorrow)

The only thing i need is ambiencemusic from the musicmap to be played at a certain map and not the other .map files, how do i make that happen?

Thank you in advance!
(This post was last modified: 01-19-2012 06:30 PM by rallelol.)
01-19-2012 10:54 AM
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flamez3 Offline
Posting Freak

Posts: 1,319
Joined: Apr 2011
Reputation: 57
Post: #2
RE: Ambiencemusic help!
Just go into the level editor and click the sound icon on the side. Then load a ambiance sound and place it anywhere on the map. You might have to change the radius on it. Or you can go into the script and add

void OnStart()
{
PlayMusic(string& asMusicFile, bool abLoop, float afVolume, float afFadeTime, int alPrio, bool abResume);
}

asMusicFile - the music to play + extension .ogg
abLoop - determines whether a music track should loop
afVolume - volume of the music
afFadeTime - time in seconds until music reaches full volume
alPrio - priority of the music. Note that only the music with the highest priority can be heard! 0 - highest, 1 - lower, etc

01-19-2012 11:22 AM
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rallelol Offline
Member

Posts: 51
Joined: Dec 2011
Reputation: 1
Post: #3
RE: Ambiencemusic help!
(01-19-2012 11:22 AM)flamez3 Wrote:  Just go into the level editor and click the sound icon on the side. Then load a ambiance sound and place it anywhere on the map. You might have to change the radius on it. Or you can go into the script and add

void OnStart()
{
PlayMusic(string& asMusicFile, bool abLoop, float afVolume, float afFadeTime, int alPrio, bool abResume);
}

asMusicFile - the music to play + extension .ogg
abLoop - determines whether a music track should loop
afVolume - volume of the music
afFadeTime - time in seconds until music reaches full volume
alPrio - priority of the music. Note that only the music with the highest priority can be heard! 0 - highest, 1 - lower, etc
Thank you Smile
01-19-2012 06:30 PM
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