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		| 39Games   Junior Member
 
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			| sound playing in area 
 
				I have a little water setup and when a player is inside an area at the bottom i want the game to play a sound that loops, and when the player leaves, the sound stops.Whats the code for that?
 Cheers
 
 
				
(This post was last modified: 06-16-2013, 10:52 AM by 39Games.)
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	| 06-16-2013, 10:30 AM |  |  
	
		| PutraenusAlivius   Posting Freak
 
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			| RE: sound playing in area 
 
				I don't get it. What you're meaning.
 EDIT:
 At the part where the Player loops.
 
 "Veni, vidi, vici.""I came, I saw, I conquered."
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	| 06-16-2013, 10:45 AM |  |  
	
		| 39Games   Junior Member
 
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			| RE: sound playing in area 
 
				 (06-16-2013, 10:45 AM)JustAnotherPlayer Wrote:  I don't get it. What you're meaning.
 EDIT:
 At the part where the Player loops.
 Oops, fixed
			 
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	| 06-16-2013, 10:52 AM |  |  
	
		| PutraenusAlivius   Posting Freak
 
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			| RE: sound playing in area 
 
				void OnStart(){
 AddEntityCollideCallback("Player", "ScriptAreaName", "PlayerCollideSound", false, 0);
 }
 
 void PlayerCollideSound(string &in asParent, string &in asChild, int alState)
 {
 if(alState == 1)
 {
 PlaySoundAtEntity("PlaySound", "SoundFile.snt", "Player", 0.1f, false); //Make sure the extension is .snt at the second argument and you should use PlayMusic if it's a music.
 }
 
 else if
 {
 StopSound("PlaySound", 0.1f);
 }
 }
 
 "Veni, vidi, vici.""I came, I saw, I conquered."
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	| 06-16-2013, 10:59 AM |  |  
	
		| 39Games   Junior Member
 
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			| RE: sound playing in area 
 
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	| 06-16-2013, 11:06 AM |  |  
	
		| ExpectedIdentifier   Member
 
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			| RE: sound playing in area 
 
				 (06-16-2013, 11:06 AM)39Gamer Wrote:  it crashed at
 
Just use else, not else if.
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	| 06-16-2013, 11:11 AM |  |  
	
		| 39Games   Junior Member
 
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			| RE: sound playing in area 
 
				 (06-16-2013, 11:11 AM)sonataarctica Wrote:   (06-16-2013, 11:06 AM)39Gamer Wrote:  it crashed at
 Just use else, not else if.
 i experimented and this code appears to work, thanks for the rest of the code    void OnStart() {
 AddEntityCollideCallback("Player", "scriptareaname", "PlayerCollideSound", false, 0);
 }
 
 void PlayerCollideSound(string &in asParent, string &in asChild, int alState)
 {
 if(alState == 1)
 {
 PlaySoundAtEntity("PlaySound", "Sound.snt", "Player", 0.0f, true);
 }
 
 if(alState == -1)
 {
 StopSound("PlaySound", 0.0f);
 }
 }
 
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	| 06-16-2013, 11:26 AM |  |  
	
		| Adrianis   Senior Member
 
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			| RE: sound playing in area 
 
				Just wanted to offer a quick explanation - when you use if...else statements, it ensures that only one of the pieces of code will run (i.e. the code in the 'if' or the code in the 'else'). That applies to if... else if statements as well (the 'else if' is for checking another condition) 
However, when you use 'if' and then another 'if' instead of an 'else', it is possible for the code for both if's to run. This can create some nasty bugs if both of your statements turn out to be true (impossible in this example, but very possible elsewhere)
 
It is therefore much more secure to use this method in the future
 void PlayerCollideSound(string &in asParent, string &in asChild, int alState){
 if(alState == 1)
 {
 PlaySoundAtEntity("PlaySound", "Sound.snt", "Player", 0.0f, true);
 }
 
 else if(alState == -1)
 {
 StopSound("PlaySound", 0.0f);
 }
 }
This way, you can always be absolutely certain that ONLY PlaySoundAtEntity OR StopSound will be executed, never both. 
 
Again, not so important right now but I thought it might help you out in the future   
 
				
(This post was last modified: 06-18-2013, 06:47 PM by Adrianis.)
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	| 06-18-2013, 06:44 PM |  |  |