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		| i3670   Posting Freak
 
 Posts: 1,308
 Threads: 74
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			| Sound not playing (Read if you want to have different times on looping sounds) 
 
				The sound is simply not playing.
 
 
 void OnStart()
 {
 AddEntityCollideCallback("Player", "EnterWindOnArea", "FuncWindy", true, 1);
 }
 
 void FuncWindy(string &in asParent, string &in asChild, int alState)
 {
 if(asChild == "EnterWindOnArea") {
 float fWind = RandFloat(0.5f,6.5f);
 
 AddTimer("wind", 2.5f+fWind, "WindTimer");
 
 AddEntityCollideCallback("Player", "EnterWindOffArea", "FuncWindy", true, 1);
 
 } else {
 RemoveTimer("wind");
 
 AddEntityCollideCallback("Player", "EnterWindOnArea", "FuncWindy", true, 1);
 }
 
 }
 
 void WindTimer(string &in asTimer)
 {
 int iWind = RandFloat(1, 7);
 float fWind = RandFloat(4.5f,14.5f);
 
 PlaySoundAtEntity("WindSound"+iWind, "general_wind_blow.snt", "WindSound_"+iWind, 0.0f, false);
 
 AddTimer("wind", 5.5f+fWind, "WindTimer");
 
 }
 
 
				
(This post was last modified: 05-22-2012, 06:38 PM by i3670.)
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	| 05-21-2012, 02:16 PM |  |  
	
		| Stepper321   Senior Member
 
 Posts: 263
 Threads: 26
 Joined: Nov 2011
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8
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			| RE: Sound not playing 
 
				iWind? fWind? What the fuck is going on?
			 
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	| 05-21-2012, 03:26 PM |  |  
	
		| Putmalk   Senior Member
 
 Posts: 290
 Threads: 13
 Joined: Apr 2012
 Reputation: 
15
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			| RE: Sound not playing 
 
				Hey i3670, 
I like your script, it's a bit complicated (than what I'm used to seeing on here) but it seems like it does its job efficiently.
 
Did you name your areas "WindSound_1", "WindSound_2", etc.?
 
Are you sure your timer is sounding off properly?
 
What I would do is add the following lines of code inside your WindTimer function: 
AddDebugMessage("Firing WindTimer function", false);
(after the variables are declared) 
AddDebugMessage("Playing sound WindSound_"+iWind, false);
 
Tell me what the results are. Make sure debug messages are enabled for your profile!
 
  (05-21-2012, 03:26 PM)Stepper321 Wrote:  iWind? fWind? What the fuck is going on? 
He's creating variables to randomize the time and area at which the sounds are played. "fWind" is a float, while "iWind" is an integer; floats are floating point numbers (decimals) while integers are 1, 2, 3, etc.
			
 
				
(This post was last modified: 05-21-2012, 03:46 PM by Putmalk.)
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	| 05-21-2012, 03:44 PM |  |  
	
		| Datguy5   Senior Member
 
 Posts: 629
 Threads: 25
 Joined: Dec 2011
 Reputation: 
12
 | 
			| RE: Sound not playing 
 
				 (05-21-2012, 03:44 PM)Putmalk Wrote:  Hey i3670,
 I like your script, it's a bit complicated (than what I'm used to seeing on here) but it seems like it does its job efficiently.
 
 Did you name your areas "WindSound_1", "WindSound_2", etc.?
 
 Are you sure your timer is sounding off properly?
 
 What I would do is add the following lines of code inside your WindTimer function:
 AddDebugMessage("Firing WindTimer function", false);
 
 (after the variables are declared)
 AddDebugMessage("Playing sound WindSound_"+iWind, false);
 
 Tell me what the results are. Make sure debug messages are enabled for your profile!
 
 
  (05-21-2012, 03:26 PM)Stepper321 Wrote:  iWind? fWind? What the fuck is going on? He's creating variables to randomize the time and area at which the sounds are played. "fWind" is a float, while "iWind" is an integer; floats are floating point numbers (decimals) while integers are 1, 2, 3, etc.
 A.K.A. Some pretty nice(and possibly)advanced scripting    
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	| 05-21-2012, 03:48 PM |  |  
	
		| Putmalk   Senior Member
 
 Posts: 290
 Threads: 13
 Joined: Apr 2012
 Reputation: 
15
 | 
			| RE: Sound not playing 
 
				 (05-21-2012, 03:48 PM)Datguy5 Wrote:   (05-21-2012, 03:44 PM)Putmalk Wrote:  Hey i3670,A.K.A. Some pretty nice(and possibly)advanced scripting
 I like your script, it's a bit complicated (than what I'm used to seeing on here) but it seems like it does its job efficiently.
 
 Did you name your areas "WindSound_1", "WindSound_2", etc.?
 
 Are you sure your timer is sounding off properly?
 
 What I would do is add the following lines of code inside your WindTimer function:
 AddDebugMessage("Firing WindTimer function", false);
 
 (after the variables are declared)
 AddDebugMessage("Playing sound WindSound_"+iWind, false);
 
 Tell me what the results are. Make sure debug messages are enabled for your profile!
 
 
  (05-21-2012, 03:26 PM)Stepper321 Wrote:  iWind? fWind? What the fuck is going on? He's creating variables to randomize the time and area at which the sounds are played. "fWind" is a float, while "iWind" is an integer; floats are floating point numbers (decimals) while integers are 1, 2, 3, etc.
  Yup, I'll be using that technique in my custom story at some point (when I start to script random events like wind blowing or voice hearing and other stuff). It's a pretty nifty skill to have.
			 
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	| 05-21-2012, 03:52 PM |  |  
	
		| i3670   Posting Freak
 
 Posts: 1,308
 Threads: 74
 Joined: Oct 2011
 Reputation: 
36
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			| RE: Sound not playing 
 
				 (05-21-2012, 03:44 PM)Putmalk Wrote:  Hey i3670,
 I like your script, it's a bit complicated (than what I'm used to seeing on here) but it seems like it does its job efficiently.
 
 Did you name your areas "WindSound_1", "WindSound_2", etc.?
 
 Are you sure your timer is sounding off properly?
 
 What I would do is add the following lines of code inside your WindTimer function:
 AddDebugMessage("Firing WindTimer function", false);
 
 (after the variables are declared)
 AddDebugMessage("Playing sound WindSound_"+iWind, false);
 
 Tell me what the results are. Make sure debug messages are enabled for your profile!
 
 
  (05-21-2012, 03:26 PM)Stepper321 Wrote:  iWind? fWind? What the fuck is going on? He's creating variables to randomize the time and area at which the sounds are played. "fWind" is a float, while "iWind" is an integer; floats are floating point numbers (decimals) while integers are 1, 2, 3, etc.
 Yes the areas where the sound is playing is WindSound_1 to WindSound_7
 
Don't have the debug messages active atm. Other than that, would there be any other reason to why it wouldn't sound?
			 
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	| 05-21-2012, 04:11 PM |  |  
	
		| Datguy5   Senior Member
 
 Posts: 629
 Threads: 25
 Joined: Dec 2011
 Reputation: 
12
 | 
			| RE: Sound not playing 
 
				 (05-21-2012, 03:52 PM)Putmalk Wrote:   (05-21-2012, 03:48 PM)Datguy5 Wrote:  Yup, I'll be using that technique in my custom story at some point (when I start to script random events like wind blowing or voice hearing and other stuff). It's a pretty nifty skill to have. (05-21-2012, 03:44 PM)Putmalk Wrote:  Hey i3670,A.K.A. Some pretty nice(and possibly)advanced scripting
 I like your script, it's a bit complicated (than what I'm used to seeing on here) but it seems like it does its job efficiently.
 
 Did you name your areas "WindSound_1", "WindSound_2", etc.?
 
 Are you sure your timer is sounding off properly?
 
 What I would do is add the following lines of code inside your WindTimer function:
 AddDebugMessage("Firing WindTimer function", false);
 
 (after the variables are declared)
 AddDebugMessage("Playing sound WindSound_"+iWind, false);
 
 Tell me what the results are. Make sure debug messages are enabled for your profile!
 
 
  (05-21-2012, 03:26 PM)Stepper321 Wrote:  iWind? fWind? What the fuck is going on? He's creating variables to randomize the time and area at which the sounds are played. "fWind" is a float, while "iWind" is an integer; floats are floating point numbers (decimals) while integers are 1, 2, 3, etc.
  
Heres a one way to make random voice hearings and stuff like that.Just place insanity area in the level editor and when the player collides with it(no scripting needed)it will trigger a random insanity effect.I usually hear someone talking and i sometimes get cockroaches in my face too    
 
				
(This post was last modified: 05-21-2012, 04:49 PM by Datguy5.)
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	| 05-21-2012, 04:48 PM |  |  
	
		| Stepper321   Senior Member
 
 Posts: 263
 Threads: 26
 Joined: Nov 2011
 Reputation: 
8
 | 
			| RE: Sound not playing 
 
				 (05-21-2012, 04:48 PM)Datguy5 Wrote:   (05-21-2012, 03:52 PM)Putmalk Wrote:   (05-21-2012, 03:48 PM)Datguy5 Wrote:  Yup, I'll be using that technique in my custom story at some point (when I start to script random events like wind blowing or voice hearing and other stuff). It's a pretty nifty skill to have. (05-21-2012, 03:44 PM)Putmalk Wrote:  Hey i3670,A.K.A. Some pretty nice(and possibly)advanced scripting
 I like your script, it's a bit complicated (than what I'm used to seeing on here) but it seems like it does its job efficiently.
 
 Did you name your areas "WindSound_1", "WindSound_2", etc.?
 
 Are you sure your timer is sounding off properly?
 
 What I would do is add the following lines of code inside your WindTimer function:
 AddDebugMessage("Firing WindTimer function", false);
 
 (after the variables are declared)
 AddDebugMessage("Playing sound WindSound_"+iWind, false);
 
 Tell me what the results are. Make sure debug messages are enabled for your profile!
 
 
  (05-21-2012, 03:26 PM)Stepper321 Wrote:  iWind? fWind? What the fuck is going on? He's creating variables to randomize the time and area at which the sounds are played. "fWind" is a float, while "iWind" is an integer; floats are floating point numbers (decimals) while integers are 1, 2, 3, etc.
  Heres a one way to make random voice hearings and stuff like that.Just place insanity area in the level editor and when the player collides with it(no scripting needed)it will trigger a random insanity effect.I usually hear someone talking and i sometimes get cockroaches in my face too
  I think he want's more customization.
			 
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	| 05-21-2012, 06:24 PM |  |  
	
		| i3670   Posting Freak
 
 Posts: 1,308
 Threads: 74
 Joined: Oct 2011
 Reputation: 
36
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			| RE: Sound not playing 
 
				It's more controlled to script the events, than having a random insanity event occur.
			 
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	| 05-21-2012, 06:58 PM |  |  
	
		| i3670   Posting Freak
 
 Posts: 1,308
 Threads: 74
 Joined: Oct 2011
 Reputation: 
36
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			| RE: Sound not playing 
 
				The source of the problem wasn't the script. The general_wind_blow sound was so low that I couldn't hear it. Thanks for helping anyways.
			 
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	| 05-22-2012, 03:44 PM |  |  |