Cant have PlaySoundAtEntity with SetSwingDoorClosed? - 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 (https://www.frictionalgames.com/forum/forum-35.html) +--- Thread: Cant have PlaySoundAtEntity with SetSwingDoorClosed? (/thread-7819.html) Pages:
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Cant have PlaySoundAtEntity with SetSwingDoorClosed? - Ge15t - 05-05-2011 void CollideRoomTwo(string &in asParent, string &in asChild, int alState) { SetSwingDoorClosed("mansion_1", true, true); PlaySoundAtEntity("", "react_scare1.ogg", "Player", 0, false); } Ok so when I move through a locked door which I unlock with a key, it slams behind me, but does not play the sound file I have set above.. void UsedKey1OnDoor(string &in asItem, string &in asEntity) { SetSwingDoorLocked("mansion_1", false, true); PlaySoundAtEntity("", "unlock_door.snt", "mansion_1", 0, false); } However a sound effect + entity effect works here.. why not with the other one? I am getting no errors or anything from starting the custom story, the sound refuses to play. I even tried setting the sound to come from something else like a vase or the door itself, but still no dice. RE: Cant have PlaySoundAtEntity with SetSwingDoorClosed? - cook - 05-05-2011 PlayGuiSound("react_scare", 1.0f); It's a GUI sound, I'm assuming that's the problem, paste the command above. RE: Cant have PlaySoundAtEntity with SetSwingDoorClosed? - ricky horror - 05-05-2011 you're using .ogg for the one that doesn't work, and .snt for the one that does work PlaySoundAtEntity HAS to be .snt you can't use .ogg RE: Cant have PlaySoundAtEntity with SetSwingDoorClosed? - Ge15t - 05-05-2011 Nope neither of those suggestions seem to work either.. Also what does GUI stand for? RE: Cant have PlaySoundAtEntity with SetSwingDoorClosed? - jens - 05-05-2011 There must be a snt file for it to work, so if you simply tried react_scare1.snt that does not work, but I think there is a react_scare.snt which will randomly select one of the react_scareX.ogg to play. RE: Cant have PlaySoundAtEntity with SetSwingDoorClosed? - Ge15t - 05-05-2011 (05-05-2011, 08:48 AM)jens Wrote: There must be a snt file for it to work, so if you simply tried react_scare1.snt that does not work, but I think there is a react_scare.snt which will randomly select one of the react_scareX.ogg to play. Tried that and it still does not work.. void CollideRoomTwo(string &in asParent, string &in asChild, int alState) { SetSwingDoorClosed("mansion_1", true, true); PlaySoundAtEntity("", "react_scare.snt", "Player", 0, false); } I have tried different variations of of the sound file name as well as the target entity (player).. do i need someone in the first quotations? i didnt for the other script line with the door? RE: Cant have PlaySoundAtEntity with SetSwingDoorClosed? - cook - 05-05-2011 void CollideRoomTwo(string &in asParent, string &in asChild, int alState) { SetSwingDoorClosed("mansion_1", true, true); PlayGuiSound("react_scare", 1.0f); } This is what I do, works all the time, so no idea. RE: Cant have PlaySoundAtEntity with SetSwingDoorClosed? - Ge15t - 05-05-2011 (05-05-2011, 08:58 AM)cook Wrote: void CollideRoomTwo(string &in asParent, string &in asChild, int alState) I copied/pasted that directly replacing my current one and doesnt work. I even created a SECOND area that sits with the first area: //////////////////////////// // Run first time starting map void OnStart() { AddUseItemCallback("", "key1", "mansion_1", "UsedKey1OnDoor", true); PlayMusic("04_amb.ogg", true, .5, 3, 0, true); AddEntityCollideCallback("Player", "RoomTwoArea", "CollideRoomTwo", true, 1); AddEntityCollideCallback("Player", "RoomTwoArea2", "CollideRoomTwo2", true, 1); } void CollideRoomTwo(string &in asParent, string &in asChild, int alState) { SetSwingDoorClosed("mansion_1", true, true); PlayGuiSound("react_scare", 1.0f); } void CollideRoomTwo2(string &in asParent, string &in asChild, int alState) { PlayGuiSound("react_scare", 1.0f); } And yet it still doesnt work.. im at a complete loss here lol RE: Cant have PlaySoundAtEntity with SetSwingDoorClosed? - genmills - 05-05-2011 Hmm that seems really weird. I would double check to make sure your sound files are still in their proper place and named correctly? Just a thought since your code does look good. Maybe I'm just not seeing it... RE: Cant have PlaySoundAtEntity with SetSwingDoorClosed? - ricky horror - 05-05-2011 Code: void UsedKeyOnDoor2(string &in asItem, string &in asEntity) this is actual scripting from the conversion i'm working on works fine for me make sure that the third thing typed in (the one next to "unlock_door") is the actual name of the door other than that, i have no idea why it's not working :/ edit: try: Code: void CollideRoomTwo(string &in asParent, string &in asChild, int alState) |