Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Converting to .snt
MrDosht Offline
Junior Member

Posts: 43
Threads: 8
Joined: Oct 2012
Reputation: 0
#9
RE: Converting to .snt

Hmm, how do you get the sound to play at the entity though? i used the PlaySoundAtEntity but it din't seem to make any noise? My end result was a level with absolutely no noise in it... Not very good for creepy atmospheres.
Do you have to write the soundfile extension, .snt, into the end of the name of file in PlaySoundAtEntity.

For example, this is my current section of sound stuff in my .hps file



void Poofer(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("Hall_prisoner_1", true);
PlaySoundAtEntity("", "amb_idle01", "Hall_prisoner_1", 0, false);
}


And yes, I couldn't come up with a better function name than "poofer"...


EDIT: I found out that i was using the .ogg file by putting the number at the end! the .snt file has no numbers. DERP

"Computers follow your orders not your intentions"- Anon
(This post was last modified: 10-21-2012, 07:50 PM by MrDosht.)
10-21-2012, 06:42 PM
Find


Messages In This Thread
Converting to .snt - by ObsidianLegion - 08-15-2011, 03:03 PM
RE: Converting to .snt - by Your Computer - 08-15-2011, 03:06 PM
RE: Converting to .snt - by ObsidianLegion - 08-15-2011, 03:07 PM
RE: Converting to .snt - by Kyle - 08-15-2011, 03:19 PM
RE: Converting to .snt - by ObsidianLegion - 08-15-2011, 05:14 PM
RE: Converting to .snt - by Tanshaydar - 08-15-2011, 03:07 PM
RE: Converting to .snt - by Tanshaydar - 08-15-2011, 03:10 PM
RE: Converting to .snt - by ObsidianLegion - 08-15-2011, 03:18 PM
RE: Converting to .snt - by MrDosht - 10-21-2012, 06:42 PM



Users browsing this thread: 1 Guest(s)