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Creating sounds?
Lizard Offline
Member

Posts: 174
Threads: 23
Joined: Jul 2012
Reputation: 5
#5
RE: Creating sounds?

(07-06-2012, 11:25 PM)FastHunteR Wrote: the entity is the thing you play the sound on. If you, for example, want to hear the sound at the end of a corridor, then you choose something there as the Entity. If you just want to hear it good, like if it could be anywhere, you can use "Player".
I see your point.

I know it might be frustraiting, but this is just so im sure.

In this script: AddEntityCollideCallback(string& asParentName, string& asChildName, string& asFunction, bool abDeleteOnCollide, int alStates);

"string& asParentName" could be "player" and "string& asChildName" could be "SoundArea_1" and
"bool abDeleteOnCollide" is if "SoundArea_!" should be deleted after the collide and int alState is if should when i enter or leave the area?

AddEntityCollideCallback(string& asParentName, string& asChildName, string& asFunction, bool abDeleteOnCollide, int alStates);

CURRENT PROJECT:
A Fathers Secret == Just started
(This post was last modified: 07-06-2012, 11:41 PM by Lizard.)
07-06-2012, 11:39 PM
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Messages In This Thread
Creating sounds? - by Lizard - 07-06-2012, 10:44 PM
RE: Greating sounds? - by Cruzore - 07-06-2012, 11:14 PM
RE: Greating sounds? - by Lizard - 07-06-2012, 11:22 PM
RE: Creating sounds? - by Cruzore - 07-06-2012, 11:25 PM
RE: Creating sounds? - by Lizard - 07-06-2012, 11:39 PM
RE: Creating sounds? - by Cruzore - 07-06-2012, 11:41 PM
RE: Creating sounds? - by Lizard - 07-06-2012, 11:43 PM



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