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Sound doesn't fade (Solved)
Frontcannon Offline
Senior Member

Posts: 538
Threads: 10
Joined: Jul 2010
Reputation: 2
#4
RE: Sound doesn't fade...

(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 Smile
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);
}


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(This post was last modified: 01-09-2011, 12:49 AM by Frontcannon.)
01-09-2011, 12:48 AM
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Messages In This Thread
Sound doesn't fade (Solved) - by Cataclysm - 01-08-2011, 09:33 PM
RE: Sound doesn't fade... - by Frontcannon - 01-08-2011, 09:34 PM
RE: Sound doesn't fade... - by Cataclysm - 01-09-2011, 12:24 AM
RE: Sound doesn't fade... - by Frontcannon - 01-09-2011, 12:48 AM
RE: Sound doesn't fade... - by Cataclysm - 01-09-2011, 01:34 AM



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