Voices - 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 - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: Voices (/thread-12887.html) |
Voices - irockpeople1 - 01-26-2012 Hello. I am trying to get a voice to play when i walk past a certin point, but the voice is not working and I don't know what is wrong. I have this in my hps file: AddEntityCollideCallback("Player", "Harry_Speak", "Harry", true, 1); void Harry(string &in asParent, string &in asChild, int alState) { AddEffectVoice("1_H", "", "flashbacks", "Wine_Storage", false, "", 0, 0); AddTimer("", 5, "Harry2"); } Please help! RE: Voices - flamez3 - 01-27-2012 PlaySoundAtEntity("", "nameofsound.snt", "Player", 0, false); would be easier than addeffectvoice. RE: Voices - irockpeople1 - 01-27-2012 (01-27-2012, 09:21 AM)flamez3 Wrote: PlaySoundAtEntity("", "nameofsound.snt", "Player", 0, false); would be easier than addeffectvoice. ok, but how would i make a .snt file? RE: Voices - flamez3 - 01-27-2012 Make a notepad and rename it to the same as the .ogg sound. (Not with the .ogg) and then open and add this text into there: Quote:<SOUNDENTITY>Rename the bolded part to the name of the sound. Once that is done rename the file extension from a .txt to a .snt RE: Voices - irockpeople1 - 01-28-2012 (01-27-2012, 12:45 PM)flamez3 Wrote: Make a notepad and rename it to the same as the .ogg sound. (Not with the .ogg) and then open and add this text into there: Thank you so much! The voice now works when I trigger the area Now i am having problums with linking the sounds together. void Voice(string &in asParent, string &in asChild, int alState) { StopMusic(3, 0); GiveSanityDamage(5.0f, true); PlaySoundAtEntity("", "1_H.snt", "Player", 0, false); StartPlayerLookAt("Wine_Storage", 2, 2, ""); SetPlayerMoveSpeedMul(0); SetPlayerJumpDisabled(true); AddTimer("", 5, "Talk"); } void Talk(string &in asTimer) { GiveSanityDamage(1.0f, true); PlaySoundAtEntity("", "2_H.snt", "Player", 0, false); AddTimer("", 5, "Talkk"); } void Talkk(string &in asTimer) { GiveSanityDamage(1.0f, true); PlaySoundAtEntity("", "3_H.snt", "Player", 0, false); AddTimer("", 5, "Voice_4"); } the give Sanity damage of 1 is to tell me when the timers go off. They go off, but the sounds don't play. RE: Voices - flamez3 - 01-29-2012 Where are the sounds located? RE: Voices - irockpeople1 - 01-29-2012 /lang/eng/voices/flashbacks |