Cataclysm
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Posts: 25
Threads: 3
Joined: Jan 2011
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RE: Sound doesn't fade...
(01-09-2011, 12:48 AM)Frontcannon Wrote: (01-09-2011, 12:24 AM)Cataclysm Wrote: PlaySoundAtEntity("Rocks1", "general_rock_rumble.snt", "ScriptArea_1", 0, false);
AddTimer("Rocks1", 2.0f, "StopCreepySound");
}
void StopCreepySound(string &in asTimer)
{
StopSound("general_rock_rumble.snt", 2.0f);
}
My idea when i did this was to put the timer in so that it would delay the next block from being executed, so the sound would play then get stopped. But the stop sound wasn't executed. The sound continues to loop. If you can explain how the script would look it would be greatly appreciated.
This is exactly what sound names are for
If blocking a sound would be working like this, you'd have to unblock it to be able to use it again...
So corrected script:
void PlayCreepySound(string &in asParent, string &in asChild, int alState)
{
PlaySoundAtEntity("", "scare_steps_big.snt", "ScriptArea_1", 0, false);
StartScreenShake(0.3, 4, 2, 2);
PlaySoundAtEntity("Rocks1", "general_rock_rumble.snt", "ScriptArea_1", 0, false);
AddTimer("RocksTime", 2.0f, "StopCreepySound");
}
void StopCreepySound(string &in asTimer)
{
StopSound("Rocks1", 2.0f);
}
Man thanks haha. I'm glad I came pretty close. Thanks a lot for that though it's been bothering me for a while
If guns don't kill people, People kill people. Then toasters don't toast toast, Toast toast toast
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01-09-2011, 01:34 AM |
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