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Full Version: Small Problem
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For a certain level in my story, I want my character to spawn next to a trashed room. However, I don't want the player to hear the sound of all the chairs/glass dropping and breaking. I could extend the level so that the character spawns farther away, but I don't really want to add unnecessary parts to the level. Is there any good way to mask this sound?
void FadeGlobalSoundVolume(float afDestVolume, float afTime);

Influences the global sound volume, that means everything you can hear.

afDestVolume - desired volume
afTime - time in seconds until volume reaches desired volume

http://wiki.frictionalgames.com/hpl2/amn..._functions

set it to 0, then with a timer set it to 1 again.
Another small problem (I figured I should keep these all in one thread instead of making a new thread for each one):

I want to play a noise (Specifically the "notice" noise from the enemy in Justine (ptest). However, when I use this sound file it defaults to the brute "notice" noise. Is there any way to specify?

The script I have is:
PlaySoundAtEntity("MonsterSummon","notice.snt","table_nice_wood01_1",0,false);

Also, is there a way to make a sound played in this fashion louder, so that I can still hear it through walls etc?
You can specify the path I think, like that: suitor/notice.snt
(08-05-2011, 11:46 PM)Tanshaydar Wrote: [ -> ]You can specify the path I think, like that: suitor/notice.snt

Ah that worked, thanks.
What about the volume though? I want the sounds to come from a certain direction but right now they're too far away to hear. I'm pretty sure this is possible just within the scripting but I can't find the right script for it...
You could just copy the .snt into your custom stories folder, name it something different, and set the volume in the snt file using notepad.
Ah well it doesn't matter now, I solved the problem by moving the camera to face the direction I want it to be coming from and playing the noises where the player is located.

Thanks for the help though.