![]() |
Custom sounds?... - 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: Custom sounds?... (/thread-16044.html) |
Custom sounds?... - Camtasia - 06-11-2012 Im trying to add custom sounds to the custom story, but the sound doesnt play this is the script that plays the sound Code: void MonsterScare(string &in asParent, string &in asChild, int alState){ SetEntityActive("gisse3", true); PlayGuiSound("scaresound.ogg", 100); AddTimer("StopMusic", 1, "StopMusic2");} I made a sounds folder and a extrasounds inside there again there i put the sound and made a Snt file snt file Code: <SOUNDENTITY> <SOUNDS> <Main> <Sound File="scaresound.ogg" /> </Main> </SOUNDS> <PROPERTIES Volume="5" MinDistance="1" MaxDistance="50" Random="0" Interval="0" FadeEnd="False" FadeStart="False" Stream="False" Loop="False" Use3D="false" Blockable="False" BlockVolumeMul="0.7" Priority="5" /></SOUNDENTITY> RE: Custom sounds?... - Putkimato - 06-11-2012 http://www.frictionalgames.com/forum/thread-7395.html youre welcome RE: Custom sounds?... - Ermu - 06-11-2012 For music, use PlayMusic(string& asMusicFile, bool abLoop, float afVolume, float afFadeTime, int alPrio, bool abResume); Plays music. 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 And for normal sounds use PlaySoundAtEntity(string& asSoundName, string& asSoundFile, string& asEntity, float afFadeTime, bool abSaveSound);
asSoundName - internal name
asSoundFile - the sound to use + extension .snt asEntity - the entity to create the sound at, can be “Player” afFadeTime - time in seconds the sound needs to fade abSaveSound - determines whether a sound should “remember” its state. If true, the sound is never attached to the entity! Also note that saving should on be used on looping sounds! ALSO in the .snt of yours, remove the .ogg from the "Sound File" AND when you use the sound in a script, use .snt instead, example PlaySoundAtEntity("", "scaresound.snt", "Player", 0, false);
|