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Voices
irockpeople1 Offline
Junior Member

Posts: 9
Threads: 3
Joined: Jan 2012
Reputation: 0
#5
RE: Voices

(01-27-2012, 12:45 PM)flamez3 Wrote: Make a notepad and rename it to the same as the .ogg sound. (Not with the .ogg) and then open and add this text into there:


Quote:<SOUNDENTITY>
<SOUNDS>
<Main>
<Sound File="nameofsound.ogg" />
</Main>
</SOUNDS>
<PROPERTIES Volume="1" MinDistance="12" MaxDistance="50" Random="1" Interval="0" FadeEnd="False" FadeStart="False" Stream="False" Loop="False" Use3D="True" Blockable="False" BlockVolumeMul="0.7" Priority="0" />
</SOUNDENTITY>
Rename the bolded part to the name of the sound. Once that is done rename the file extension from a .txt to a .snt

Thank you so much! The voice now works when I trigger the area Big Grin
Now i am having problums with linking the sounds together.

void Voice(string &in asParent, string &in asChild, int alState)
{
StopMusic(3, 0);
GiveSanityDamage(5.0f, true);
PlaySoundAtEntity("", "1_H.snt", "Player", 0, false);
StartPlayerLookAt("Wine_Storage", 2, 2, "");
SetPlayerMoveSpeedMul(0);
SetPlayerJumpDisabled(true);
AddTimer("", 5, "Talk");
}
void Talk(string &in asTimer)
{
GiveSanityDamage(1.0f, true);
PlaySoundAtEntity("", "2_H.snt", "Player", 0, false);
AddTimer("", 5, "Talkk");
}
void Talkk(string &in asTimer)
{
GiveSanityDamage(1.0f, true);
PlaySoundAtEntity("", "3_H.snt", "Player", 0, false);
AddTimer("", 5, "Voice_4");
}

the give Sanity damage of 1 is to tell me when the timers go off. They go off, but the sounds don't play.
(This post was last modified: 01-28-2012, 02:00 PM by irockpeople1.)
01-28-2012, 01:21 PM
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Messages In This Thread
Voices - by irockpeople1 - 01-26-2012, 10:30 PM
RE: Voices - by flamez3 - 01-27-2012, 09:21 AM
RE: Voices - by irockpeople1 - 01-27-2012, 12:41 PM
RE: Voices - by flamez3 - 01-27-2012, 12:45 PM
RE: Voices - by irockpeople1 - 01-28-2012, 01:21 PM
RE: Voices - by flamez3 - 01-29-2012, 03:19 AM
RE: Voices - by irockpeople1 - 01-29-2012, 06:16 PM



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