Pr3d4t0r
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Posts: 78
Threads: 4
Joined: Sep 2011
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RE: Custom sound files when interacting with objects...
Thank you very much ! But when will the sound start with these lines ? At the beginning of the map ? Because I just want to implement a music in the beginning of the map, wich is looped BUT only in a certain area ! Something like when you get out of the room, you can't hear the music anymore but when you come back into this room, you can hear this music again.
There is my new code :
void OnStart()
{
PlayMusic("amb_pain.ogg", true, 0.6, 0, 0, true);
AddUseItemCallback("", "key_001", "door_001", "UsedKeyOnDoor", true);
SetEntityPlayerInteractCallback("torch_001", "funclamp1", true);
SetEntityPlayerInteractCallback("torch_002", "funclamp2", true);
SetEntityPlayerInteractCallback("torch_003", "funclamp3", true);
AddTimer("1", 2, "IntroTimer");
AddTimer("2", 4.5f, "IntroTimer");
AddTimer("3", 6.5f, "IntroTimer");
AddTimer("4", 9, "IntroTimer");
AddTimer("5", 11, "IntroTimer");
AddTimer("6", 14, "IntroTimer");
AddTimer("7", 19, "IntroTimer");
StartPlayerLookAt("wine01_1", 1, 2.0f, "");
FadeOut(0.0f);
FadePlayerRollTo(80, 55, 55);
SetPlayerActive(false);
SetPlayerCrouching(true);
FadeRadialBlurTo(0.10, 2);
FadeRadialBlurTo(0.10, 2);
SetEntityPlayerInteractCallback("lantern", "Monsters", true);
AddEntityCollideCallback("Player", "ScriptArea_2", "WalkingMonster", true, 1);
}
void WalkingMonster(string &in asParent, string &in asChild, int alState)
{
SetPlayerActive(false);
AddTimer("", 0.5f, "Walk");
StartPlayerLookAt("torch_floor_2", 5, 7, "");
GiveSanityDamage(5.0f, true);
}
void Walk(string &in asTimer)
{
SetEntityActive("servant_brute_1", true);
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_1", 0, "flex.dae");
AddEnemyPatrolNode("servant_brute_1", "PathNodeArea_9", 0, "kiss.dae");
AddTimer("", 8.0f, "Stop");
}
void Stop(string &in asTimer)
{
StopPlayerLookAt();
SetPlayerActive(true);
}
void Monsters(string &in entity)
{
SetEntityActive("invisible_monster_001", true);
GiveSanityDamage(5.0f, true);
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
StartPlayerLookAt("Invisible_monster_001", 5, 7, "");
AddTimer("", 1.5f, "Scare");
SetPlayerActive(false);
SetPlayerCrouching(true);
PlaySoundAtEntity("", "amb_hunt.snt", "Player", 0, false);
}
void Scare(string &in asTimer)
{
StopPlayerLookAt();
AddTimer("", 1.0f, "Second");
}
void Second(string &in asTimer)
{
SetEntityActive("invisible_monster_002", true);
GiveSanityDamage(5.0f, true);
PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);
AddTimer("", 1.0f, "AllMonstersGone");
StartPlayerLookAt("invisible_monster_002", 5.0f, 7.0f, "");
PlaySoundAtEntity("", "amb_hunt.snt", "Player", 0, false);
}
void AllMonstersGone(string &in asTimer)
{
StopPlayerLookAt();
SetPlayerActive(true);
SetLampLit("torch_floor_1", false, false);
SetLightVisible("PointLight_17", false);
SetLightVisible("PointLight_16", false);
}
void IntroTimer(string &in asTimer)
{
if(asTimer == "1"){
PlayGuiSound("player_cough.snt", 2.0f);
StopPlayerLookAt();
FadeIn(2.4f);
}
else if(asTimer == "2"){
FadePlayerRollTo(75, 1, 1); // "Tilts" the players head
FadeOut(1.5f);
}
else if(asTimer == "3"){
StartPlayerLookAt("chair_wood02_broken_1", 1, 2.0f, "");
FadeIn(1.5f);
PlayGuiSound("player_cough.snt", 2.0f);
}
else if(asTimer == "4"){
StopPlayerLookAt();
StartPlayerLookAt("stool_wood_1", 1, 2.0f, "");
FadeOut(1.5f);
}
else if(asTimer == "5"){
StopPlayerLookAt();
StartPlayerLookAt("candlestick_floor_1", 1, 2.0f, "");
FadeIn(1.5f);
}
else if(asTimer == "6"){
StopPlayerLookAt();
FadePlayerRollTo(0, 33, 33); // Change all settings to defaults
FadeOut(1.5f);
}
else if(asTimer == "7"){
FadeImageTrailTo(0, 1.0f);
FadeRadialBlurTo(0.0, 1);
SetPlayerActive(true);
FadeIn(1.5f);
}
}
void UsedKeyOnDoor(string &in asItem, string &in asEntity)
{
SetSwingDoorLocked("door_001", false, true);
PlaySoundAtEntity("", "unlock_door", "door_001", 0, false);
RemoveItem("key_001");
}
void funclamp1(string &in asEntity)
{
AddLocalVarInt("LampsX", 1);
if(GetLocalVarInt("LampsX")==3)
{
SetEntityActive("secret_door_001", false);
SetEntityActive("secret_door_2", true);
PlayGuiSound("quest_completed.snt", 2.0f);
return;
}
}
void funclamp2(string &in asEntity)
{
AddLocalVarInt("LampsX", 1);
if(GetLocalVarInt("LampsX")==3)
{
SetEntityActive("secret_door_001", false);
SetEntityActive("secret_door_2", true);
PlayGuiSound("quest_completed.snt", 2.0f);
return;
}
}
void funclamp3(string &in asEntity)
{
AddLocalVarInt("LampsX", 1);
if(GetLocalVarInt("LampsX")==3)
{
SetEntityActive("secret_door_001", false);
SetEntityActive("secret_door_2", true);
PlayGuiSound("quest_completed.snt", 2.0f);
return;
}
}
Now it works in game thank you !!
I added a sound entity with my ogg.file in the area where i want my sound to play. But if I leave this area, will the music stop ?
(This post was last modified: 09-20-2011, 06:39 PM by Pr3d4t0r.)
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