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Scripting issues: sounds & other.
ObsidianLegion Offline
Member

Posts: 173
Threads: 53
Joined: Jun 2011
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#11
RE: Scripting issues: sounds & other.

(08-30-2011, 09:47 PM)Enexeus Wrote:
(08-30-2011, 09:39 PM)Lolnesia09 Wrote:
(08-30-2011, 09:31 PM)Enexeus Wrote:
(08-30-2011, 09:20 PM)Lolnesia09 Wrote: Try upping the Volume to 60. If i'm not mistaken it's out of 100. Like a master volume control. Set a min distance to 1. Set use3D to true. See if that works.

It didn't work. :/
Thanks for the idea though.

Did you add them in the editor using the sound tool?

I have, problem is, the sounds play as soon as the map has launched instead of when I pick up the key.

I've made the sound inactive on the map editor and added this line of script at the right place:

SetEntityActive("pianosound_1.snt", true);

-Enexeus

Umm a sound file isn't an entity.

Look something up in the Functions page.

Like

Onstart()
{
SetEntityPlayerInteractCallback("YourKeyName", "Musicplay", true);
}

void Musicplay(string &in asEntity)
{
PlayMusic("pianosound_1.snt", true/false*, 50, 0, 1, true/false*);
}

Try that
*The first true/false is to state weather you want the sound to loop
*The second true/false mentions bool abResume I don't know what that does so play around with that


"Good men mean well; they just don't always end up doing well." -Isaac Clarke, Dead Space 2, Chapter 12
08-30-2011, 10:24 PM
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Messages In This Thread
Scripting issues: sounds & other. - by Enexeus - 08-30-2011, 07:33 PM
RE: Scripting issues: sounds & other. - by ObsidianLegion - 08-30-2011, 10:24 PM
RE: Scripting issues: sounds & other. - by Juby - 08-30-2011, 10:43 PM



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