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delay in scares
Prelauncher Offline
Senior Member

Posts: 451
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Joined: May 2011
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#6
RE: delay in scares

There might be a way to trigger the sounds you place in the level editor, I don´t know, but there´s no need for you to do that. Instead what you do is create the area that you want to use to trigger the sound, after you´ve decided where you want the sound to come from you either create a new small area there or use the name of an entity you want the sound to come from.
Then in the script, example: PlaySoundAtEntity("", "react_scare", "Player", 0, false);
Locate the sound you want to use in the sounds folder in your Amnesia TDD folder, here you´ll find a bunch off .snt and .ogg files. The .ogg files are the sounds themselves but the .snt files are what you use in the script to trigger a sound. "react_scare" in your script is the name of a .snt file that you have told the game to play "on" the player. So when this part of the script is called the game will locate the .snt file named react_scare which will tell the game which of the .ogg files should be played, then when the game have the sound it is played on the player since that is what you´ve written in the code. Smile

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04-24-2012, 07:06 PM
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Messages In This Thread
delay in scares - by lllDash - 04-20-2012, 07:04 PM
RE: delay in scares - by Datguy5 - 04-20-2012, 07:14 PM
RE: delay in scares - by DRedshot - 04-20-2012, 07:16 PM
RE: delay in scares - by lllDash - 04-20-2012, 08:00 PM
RE: delay in scares - by lllDash - 04-24-2012, 03:45 PM
RE: delay in scares - by Prelauncher - 04-24-2012, 07:06 PM
RE: delay in scares - by lllDash - 04-25-2012, 06:56 PM
RE: delay in scares - by lllDash - 04-29-2012, 03:01 PM



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