"Stopsound" not working - 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: "Stopsound" not working (/thread-16371.html) |
"Stopsound" not working - modoscar - 06-21-2012 In the end of my map the player gets chased by a monster. When the player jumps into a ball of light the credits start, but the "terror" sound plays while the credits are rolling. This is what i tried to use void end(string &in asParent, string &in asChild, int alState) { StartCredits("pinball", true, "Ending", "MainCredits", 0); StopSound("ui_terror_meter", 0); } RE: "Stopsound" not working - Cruzore - 06-21-2012 I don't think you can stop that sound this way, as you need a internal name, and this sound is played automatically, but try to add .snt to the sound. If that doesn't work, I have no idea. RE: "Stopsound" not working - modoscar - 06-21-2012 (06-21-2012, 03:46 PM)FastHunteR Wrote: I don't think you can stop that sound this way, as you need a internal name, and this sound is played automatically, but try to add .snt to the sound. If that doesn't work, I have no idea.Yeah i tried with .snt at the end still doesn't work :/ guess you can't stop the automatic sound that easy RE: "Stopsound" not working - Cruzore - 06-21-2012 You can try the following: add a script area near the end, and a collide callback. that fcollide callback starts a function where the enemy is set to dissapear(FadeEnemyToSmoke(string& asName, bool abPlaySound) This way the sound may stop before the credits roll RE: "Stopsound" not working - modoscar - 06-21-2012 (06-21-2012, 07:49 PM)FastHunteR Wrote: You can try the following: add a script area near the end, and a collide callback. that fcollide callback starts a function where the enemy is set to dissapear(FadeEnemyToSmoke(string& asName, bool abPlaySound)Tried making the area, and the monsters does indeed dissapear but the sound still plays for around 3 seconds afterwards, and if the sound is playing when the credits starts to roll it will play during all of the credits.. wierd RE: "Stopsound" not working - Cruzore - 06-21-2012 then place the area about 3 seconds before the end RE: "Stopsound" not working - modoscar - 06-21-2012 (06-21-2012, 08:12 PM)FastHunteR Wrote: then place the area about 3 seconds before the endYeah thats pretty obvious but that wouldn't work for my end. Thanks for your help anyway |