SilentStriker
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RE: Own music
(02-04-2012, 04:50 PM)Calypse1 Wrote: hello I am trying to get my own music to work, it is just for 20 seconds or so in a flashback. Been trying to do it for several hours now and one out of two things always happens either the sound does not play and it becomes totally quite or i get the error message and my amnesia goes down. Though this only happens when i use my custom sound and not if I use one of the regular. I am out of ideas and need help.
this is from the .hps file
////////////////////////////
// Run first time starting map
void OnStart()
{
AddEntityCollideCallback("Player", "RoomTwoArea", "CollideRoomTwo", true, 1);
AddEntityCollideCallback("Player", "cookarea", "CollideCookArea", true, 1);
AddEntityCollideCallback("Player", "ScriptArea_1", "oohnoo", true, 1);
AddEntityCollideCallback("Player", "ScriptArea_2", "music1", true, 1);
AddEntityCollideCallback("Player", "RoomTwoArea1", "CollideRoomTwo1", true, 1);
AddEntityCollideCallback("Player", "Walk_Quest_Area", "GetWalkQuest", true, 1);
AddEntityCollideCallback("Player", "Walk_Complete_Area", "FinishWalkQuest", true, 1);
AddEntityCollideCallback("Player", "Walk_Quest_Area_1", "GetWalkQuest1", true, 1);
AddEntityCollideCallback("Player", "Walk_Complete_Area_1", "FinishWalkQuest1", true, 1);
AddUseItemCallback("", "monsterdoorkey_1", "monsterdoor", "UsedKeyOnDoor", true);
}
void CollideRoomTwo(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("mansion_1", true, true);
SetSwingDoorLocked("mansion_1", true, true);
}
void CollideCookArea(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "scare_wall_stomp", "Player", 0, false);
AddPropImpulse("cook", 0, 0, 5, "");
GiveSanityDamage(30, true);
AddEntityCollideCallback("Player", "AfterCookArea", "CollideAfterCookArea", true, 1);
}
void oohnoo(string &in asParent, string &in asChild, int alState)
{
SetLightVisible("BoxLight_2", false);
GiveSanityDamage(10, true);
PlayMusic("01_amb_darkness.ogg", true, 1, 3, 0, true);
}
void music1(string &in asParent, string &in asChild, int alState)
{
PlayMusic("Ballroom.ogg", true, 1.0f, 1.0f, 0, false);
}
void CollideRoomTwo1(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("mansion_6", true, true);
SetSwingDoorLocked("mansion_6", true, true);
}
void GetWalkQuest(string &in asParent, string &in asChild, int alState)
{
AddQuest("walkquest", "WalkQuest");
}
void FinishWalkQuest(string &in asParent, string &in asChild, int alState)
{
CompleteQuest("walkquest", "WalkQuest");
}
void GetWalkQuest1(string &in asParent, string &in asChild, int alState)
{
AddQuest("walkquest1", "WalkQuest1");
}
void FinishWalkQuest1(string &in asParent, string &in asChild, int alState)
{
CompleteQuest("walkquest1", "WalkQuest1");
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("monsterdoor", false, true);
PlaySoundAtEntity("", "unlock_door.snt", "monsterdoor", 0.0f, true);
RemoveItem("monsterdoorkey_1");
}
////////////////////////////
// Run when entering map
void OnEnter()
{
}
////////////////////////////
// Run when leaving map
void OnLeave()
{
}
this is my .snt file
<SOUNDENTITY>
<SOUNDS>
<Main>
<Sound File="Ballroom" />
</Main>
</SOUNDS>
<PROPERTIES Volume="0.8" MinDistance="0.1" MaxDistance="50" Random="1" Interval="0" FadeEnd="true" FadeStart="False" Stream="False" Loop="false" Use3D="True" Blockable="False" BlockVolumeMul="0.6" Priority="0" />
</SOUNDENTITY>
please help me get my sound to work Are you using it as a flashback? Because what I know flashbacks are in their own file with the music and talking etc.
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