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help with sound - 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: help with sound (/thread-17054.html) |
help with sound - zecuro - 07-17-2012 DOne !!!!!11 RE: help with sound - Statyk - 07-17-2012 Probably the most vague thread I've ever read. Are you asking how to MAKE sounds/music? Or how to implement it into the game? RE: help with sound - JMFStorm - 07-17-2012 This is good tutorial for sound and music and all that? http://www.youtube.com/watch?v=5rQr5YVNqI0 RE: help with sound - zecuro - 07-17-2012 (07-17-2012, 07:32 PM)Statyk Wrote: Probably the most vague thread I've ever read. yep sorry not really clear huh well i want to know if there a good tutorial or some documentation about sound and music like example when collide with one area we can hear a sound effect or when we grab an item sorry for my bad english RE: help with sound - JMFStorm - 07-17-2012 Look for Sounds & Music section here. http://wiki.frictionalgames.com/hpl2/amnesia/script_functions RE: help with sound - zecuro - 07-17-2012 (07-17-2012, 07:48 PM)JMFStorm Wrote: Look for Sounds & Music section here. yep pretty awesome thanks but i'm new to scripting and all so do you have advice on how to start RE: help with sound - JMFStorm - 07-18-2012 (07-17-2012, 07:57 PM)zecuro Wrote: yep pretty awesome thanks but i'm new to scripting and all so do you have advice on how to start The site has all the script commands for level scripts. I suggest you should just start trying them out and see what they do. If you don't know anything about how to make script to work just look for tutorials before posting thread. RE: help with sound - Juby - 07-18-2012 (07-17-2012, 07:57 PM)zecuro Wrote:(07-17-2012, 07:48 PM)JMFStorm Wrote: Look for Sounds & Music section here. Code: PlayGuiSound("sound.ogg", 1); GuiSound - typically uses .ogg sound files and is not a 3D sound SoundAtEntity - only uses a .snt sound file, meaning this is a 3D sound that can be played on any particular entity, fading at a certain distance. SoundName can be used later in the command StopSound("name", 0); Music - uses .ogg sound files, the second parameter (true) allows it the loop, change to false if you do not want it to loop. The last "1" there determines priority; I would use 0 for background music. This is used in the actual game many times when you use music in an event and then it cuts into the background music again. The music in the event should be priority 1, allowing the music to play over the background, then cut back. |