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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