Sound Question - 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: Sound Question (/thread-9619.html) |
Sound Question - GreyFox - 08-06-2011 Hello Once again I need some help. I have a Trigger Area Where you collide with it and it makes some Ambient Wind Noise, but the sound is coming from the trigger Area is there any way to make it say come from the door/window or anything (IE louder at window/Door?) Just wondering this will also help for other things (IE when you pick up a key make a Monster sound, not an actual monster sound behind you not at the area. correct?) Thanks -GreyFox RE: Sound Question - Tanshaydar - 08-06-2011 Where did you specified in PlaySoundAtEntity function? RE: Sound Question - MrCookieh - 08-06-2011 Code: PlaySoundAtEntity("", "yoursound", "*", 0, false); RE: Sound Question - GreyFox - 08-06-2011 Does It have to be an entity? or could it be another area? But thank you. This will help alot. -Grey Fox RE: Sound Question - Tanshaydar - 08-06-2011 Script Areas work like entities. RE: Sound Question - GreyFox - 08-06-2011 gotcha, I also have another question, It's about timers this time. I just don't understand why Mine won't work. void CollideTimer1(string &in asParent, string &in asChild, int alState) { AddTimer("Laugh1", 12, "PlaySoundAtEntity"); PlaySoundAtEntity("laugh1", "laugh.snt", "Player", 0, false); } Does it need to be like that ^? Or void CollideTimer1(string &in asTimer) { AddTimer("Laugh1", 12, "PlaySoundAtEntity"); PlaySoundAtEntity("laugh1", "laugh.snt", "Player", 0, false); } Which one is correct? I've tried Both and this "Laugh" won't work. Thanks -GreyFox RE: Sound Question - Tanshaydar - 08-06-2011 You can't do that. Timer should point to another function, you can't call next line with a timer. Also, don't use the signature functions. void CollideTimer1(string &in asTimer) { AddTimer("Laugh1", 12, "PlaySound"); } void PlaySound(string &in asTimer) { PlaySoundAtEntity("laugh1", "laugh.snt", "Player", 0, false); } RE: Sound Question - GreyFox - 08-06-2011 Okay thank you I can't test it right now but you are a super Moderator. Thank you very much hopefully it works RE: Sound Question - Tanshaydar - 08-06-2011 lol, I'm a human being. Being a moderator doesn't change it RE: Sound Question - GreyFox - 08-07-2011 haha, Okay and thank you it works the only thing I had to change was.... void collidetimer(string &in asParent....Etc) instead of (string &in asTimer) then it worked. thanks alot man |