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
Sound not playing at the right times
ZRPT Offline
Junior Member

Posts: 17
Threads: 3
Joined: Aug 2011
Reputation: 1
#1
Sound not playing at the right times

////////////////////////////
// Run when the map starts
void OnStart()

{
AddUseItemCallback("", "starterroomkey_1", "starterdoor", "Usekeyondoor", true);
AddEntityCollideCallback("Player", "BLAM1", "func_slam", true, 1);
SetEntityCallbackFunc("earthquakenote", "Func");
}

void Usekeyondoor(string &in asItem, string &in asEntity)
{
    SetSwingDoorLocked("starterdoor", false, true);
    PlaySoundAtEntity("", "unlock_door", "door1", 0, false);
    RemoveItem("starterroomkey_1");
}

void func_slam(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("starterdoor", true, true);

SetSwingDoorLocked("starterdoor", true, true);

PlaySoundAtEntity("", "react_breath_slow.snt", "Player", 0, false);

PlaySoundAtEntity("", "react_scare", "Player", 0, false);  PlaySoundAtEntity("", "close_door.snt", "Player", 0, false);

GiveSanityDamage(5.0f, true);
}

void Func(string &in asEntity, string &in type)
{
if(type == "OnPickup")
    {
    StartScreenShake(0.10f, 5.0f, 1.5f, 4.0f);
    StartPlayerLookAt("lookat", 0.5, 0.5, "");
    SetPlayerActive(false);
    SetPlayerCrouching(true);
    AddTimer("", 1.0, "Timer1");
    AddTimer("", 4.0, "Timer2");
    AddTimer("", 1.0, "PlayShit");
    }
}
void Timer1(string &in asTimer)
{
        PlaySoundAtEntity("", "react_sigh", "Player", 0, false);
}
void Timer2(string &in asTimer)
{
        SetPlayerCrouching(false);
        StopPlayerLookAt();
        SetPlayerActive(true);
}
void PlayShit(string &in asParent, string &in asChild, int alState)
{
        PlaySoundAtEntity("", "general_rock_rumble", "Player", 0, false);
}

The rumble sound seems to be delayed, then it repeats. Also for some reason after the timer ends and the stopplayerlookat function is called, it still automatically looks at random objects.
(This post was last modified: 08-28-2011, 11:42 AM by ZRPT.)
08-28-2011, 11:40 AM
Find
ZRPT Offline
Junior Member

Posts: 17
Threads: 3
Joined: Aug 2011
Reputation: 1
#2
RE: Sound not playing at the right times

Can anyone help?
08-28-2011, 08:19 PM
Find
Elven Offline
Posting Freak

Posts: 862
Threads: 37
Joined: Aug 2011
Reputation: 26
#3
RE: Sound not playing at the right times

Use that instead of CallEntityCallbackFunc

void SetEntityPlayerInteractCallback(string& asName, string& asCallback, bool abRemoveOnInteraction);

Calls a function when the player interacts with a certain entity.
Callback syntax: void MyFunc(string &in asEntity)

asName - internal name
asCallback - function to call
abRemoveOnInteraction - determines whether the callback should be removed when the player interacts with the entity

The Interrogation
Chapter 1

My tutorials
08-28-2011, 08:55 PM
Find




Users browsing this thread: 1 Guest(s)