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Changing sound of a rock - 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: Changing sound of a rock (/thread-25244.html) |
Changing sound of a rock - Spazatron - 05-08-2014 I have a debris entity (a stone) called "stone_med01_brown". I have scripted the rock to fall onto the ground when a player walks past it, but I want to change its sound so that when it hits the floor it plays a much more reverberant sound (that I've already created). How do I change the entity's sound when it hits the ground? I think I need to use the Model Editor but I'm not sure where I change the sound. Thanks. RE: Changing sound of a rock - DnALANGE - 05-08-2014 There is a much easyer way to do. You can use PlaySoundAtEntitie for YOUR sound on a scriptarea where the stone falls on the ground. Add a script area on the ground underneath the stone. Add a collide function if the rock toutches the scriptarea add your PlaySoundAtEntitie( the script area underneath the rock). -- I hope this is what you mean, this is a very easy way ( altho you can still hear the Original sound as well, maybe not// RE: Changing sound of a rock - Spazatron - 05-08-2014 (05-08-2014, 09:20 PM)DnALANGE Wrote: There is a much easyer way to do. I'll use the info you gave me and work on it. Thanks! ![]() RE: Changing sound of a rock - Mudbill - 05-08-2014 Yes, that method is probably something you'd prefer. Another way you can do it, is to make it use those sounds internally, but that requires modifying/using your own materials.cfg file. Doing so does not work with a custom story; only full conversion mods. RE: Changing sound of a rock - Spazatron - 05-09-2014 (05-08-2014, 10:21 PM)Mudbill Wrote: Yes, that method is probably something you'd prefer. Another way you can do it, is to make it use those sounds internally, but that requires modifying/using your own materials.cfg file. Doing so does not work with a custom story; only full conversion mods.Ah yeah I see. Alright, thanks man. |