Fyrion
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Random sounds, question
Hi,
my name is Fyrion and I am a developer and story-teller from the custom story BlackNight which will be released soon.
I have a simple question, that I wanted to ask. You all know the original Amnesia (first level for example) where actually are background noises (wall scrambling, distant roars) which are playing all over the level.
My question is: how do I do this loops, while playing in a level (in the original way the original development team does) to add this gloomy atmosphere to my levels? Like a wall scrambling in the first attempt and some distant roar on the second, while hearing some bats flying away, which affiliates to the next sounds. (always remember, I want the original ones, but I can't find any solutions in the original Amnesia game files hps).
It's a bit annoying for myself, that I can't solve it by myself, because everything in the past I got by myself. But I'm really thankful for every single helpful step that you could give me.
Dismal regards from Black Night
Fyrion
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06-29-2013, 05:38 AM |
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PutraenusAlivius
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RE: Random sounds, question
So you want to play the sound looping? Or do you want it to be looping after a few times?
"Veni, vidi, vici."
"I came, I saw, I conquered."
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06-29-2013, 06:05 AM |
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Fyrion
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RE: Random sounds, question
I want, that different sounds are playing to different times.
Here a example
First attempt / Second attempt
0:03 - Wall Scrambling / Breath
0:10 - Distant Roar / Guardian
0:24 - Breath / Breath
0:37 - Breath / Distant Roar
0:55 - Guardian / Wall Scrambling
And this order / this sounds should be different from the first appearance, to the second.
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06-29-2013, 06:29 AM |
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CarnivorousJelly
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RE: Random sounds, question
If you have sound editing equipment, such as Audacity (it's free), this is quite easy: open up one of the sound files, add the other ones on to it and move them around to the times you want. Save as an .ogg file and use your script to start the music at the beginning of the level.
The other way to do that is with a script and timers. Much more typing, much more scripting.
Oh, and, for future reference, support questions go under the development support section of the forum :)
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06-29-2013, 06:43 AM |
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Fyrion
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RE: Random sounds, question
Ohh, thank you Kiandra.
And yes, I would like to do this in all ways of scripting because I know that this is possible. I don't know if you guys know what I mean.
In the original amnesia there are background noises all over the levels and I guess it's done by scripting, because these sounds play over and over again, in different ways.
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06-29-2013, 06:53 AM |
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PutraenusAlivius
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RE: Random sounds, question
So each playthrough of the level shows different sounds?
"Veni, vidi, vici."
"I came, I saw, I conquered."
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06-29-2013, 07:14 AM |
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Fyrion
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RE: Random sounds, question
(06-29-2013, 07:14 AM)JustAnotherPlayer Wrote: So each playthrough of the level shows different sounds?
Exactly this case!
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06-29-2013, 07:19 AM |
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PutraenusAlivius
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RE: Random sounds, question
(06-29-2013, 07:19 AM)Fyrion Wrote: (06-29-2013, 07:14 AM)JustAnotherPlayer Wrote: So each playthrough of the level shows different sounds?
Exactly this case!
So... this maybe?
Now it's just how to do the rest of the music. (You can't call functions)
"Veni, vidi, vici."
"I came, I saw, I conquered."
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06-29-2013, 07:49 AM |
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Fyrion
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RE: Random sounds, question
(06-29-2013, 07:49 AM)JustAnotherPlayer Wrote: (06-29-2013, 07:19 AM)Fyrion Wrote: (06-29-2013, 07:14 AM)JustAnotherPlayer Wrote: So each playthrough of the level shows different sounds?
Exactly this case!
So... this maybe?
Now it's just how to do the rest of the music. (You can't call functions)
Yep, that's right. That means, if I wanted to loop, I should add a main function, which could decide between 5 (for example) functions and this ones are following the cases, like the one in your thread.
Just if I'm right.
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06-29-2013, 07:54 AM |
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PutraenusAlivius
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RE: Random sounds, question
(06-29-2013, 07:54 AM)Fyrion Wrote: (06-29-2013, 07:49 AM)JustAnotherPlayer Wrote: (06-29-2013, 07:19 AM)Fyrion Wrote: (06-29-2013, 07:14 AM)JustAnotherPlayer Wrote: So each playthrough of the level shows different sounds?
Exactly this case!
So... this maybe?
Now it's just how to do the rest of the music. (You can't call functions)
Yep, that's right. That means, if I wanted to loop, I should add a main function, which could decide between 5 (for example) functions and this ones are following the cases, like the one in your thread.
Just if I'm right.
Yep. Except, it doesn't effect other functions, just the cases.
"Veni, vidi, vici."
"I came, I saw, I conquered."
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06-29-2013, 07:55 AM |
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