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
Ambience Music
MrCookieh Offline
Member

Posts: 157
Threads: 8
Joined: Jul 2011
Reputation: 0
#4
RE: Ambience Music

void PlayMusic(string& asMusicFile, bool abLoop, float afVolume, float afFadeTime, int alPrio, bool abResume);

Plays music.

asMusicFile - the music to play + extension .ogg
abLoop - determines whether a music track should loop
afVolume - volume of the music
afFadeTime - time in seconds until music reaches full volume
alPrio - priority of the music. Note that only the music with the highest priority can be heard! 0 - highest, 1 - lower, etc

Example: PlayMusic("09_amb_safe", true, 100, 0, 0, true); (Not sure what the bool abResume does)
This will play your ambient at volume 100 (I think it's percentage), with 0 seconds fadeintime and priority 0 (This music pauses all other music)

The Well: Descent - Take a look at it!
(This post was last modified: 07-23-2011, 10:55 PM by MrCookieh.)
07-23-2011, 10:49 PM
Find


Messages In This Thread
Ambience Music - by Angerpull - 07-23-2011, 10:36 PM
RE: Ambience Music - by Roenlond - 07-23-2011, 10:41 PM
RE: Ambience Music - by Angerpull - 07-23-2011, 10:45 PM
RE: Ambience Music - by MrCookieh - 07-23-2011, 10:49 PM
RE: Ambience Music - by Angerpull - 07-23-2011, 10:55 PM
RE: Ambience Music - by MrCookieh - 07-23-2011, 10:58 PM
RE: Ambience Music - by JoeBradleyUK - 07-24-2011, 12:12 AM
RE: Ambience Music - by JenniferOrange - 07-24-2011, 12:42 AM
RE: Ambience Music - by Angerpull - 07-24-2011, 01:20 AM



Users browsing this thread: 1 Guest(s)