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
FadeGlobalSoundVolume not affecting "Terror" sound
tgfcoder Offline
Junior Member

Posts: 2
Threads: 1
Joined: Feb 2012
Reputation: 0
#1
FadeGlobalSoundVolume not affecting "Terror" sound

Hi guys,

new to the forums here but I'll get right to the point.

I'm using the following code to mute the game volume at the start of my map.


void OnEnter()
{ FadeGlobalSoundVolume(0, 0); }


However, due to there being an enemy close to the player at the start the terror music starts playing. I want it to be completely silent but still be playing (just at 0 volume.)

Does FadeGlobalSoundVolume not affect music? Any suggestions?

Thanks in advance.
(This post was last modified: 02-04-2012, 05:34 AM by tgfcoder.)
02-03-2012, 09:29 PM
Find
Kodack Offline
Junior Member

Posts: 9
Threads: 3
Joined: Sep 2011
Reputation: 0
#2
RE: FadeGlobalSoundVolume not affecting "Terror" sound

You can try adding Custom music and use that to over-play the current one this custom sound can be completely silent if you want.


\\Kodack
02-03-2012, 09:52 PM
Find
tgfcoder Offline
Junior Member

Posts: 2
Threads: 1
Joined: Feb 2012
Reputation: 0
#3
RE: FadeGlobalSoundVolume not affecting "Terror" sound

Custom music didn't kill the terror music even with high priority of 0. I just ended up just activating the monster when I needed the music.
02-04-2012, 05:34 AM
Find




Users browsing this thread: 2 Guest(s)