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		| Ge15t   Junior Member
 
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			| Cant have PlaySoundAtEntity with SetSwingDoorClosed? 
 
				void CollideRoomTwo(string &in asParent, string &in asChild, int alState){
 SetSwingDoorClosed("mansion_1", true, true);
 PlaySoundAtEntity("", "react_scare1.ogg", "Player", 0, false);
 }
 
 Ok so when I move through a locked door which I unlock with a key, it slams behind me, but does not play the sound file I have set above..
 
 void UsedKey1OnDoor(string &in asItem, string &in asEntity)
 {
 SetSwingDoorLocked("mansion_1", false, true);
 PlaySoundAtEntity("", "unlock_door.snt", "mansion_1", 0, false);
 
 }
 
 However a sound effect + entity effect works here.. why not with the other one?
 
 I am getting no errors or anything from starting the custom story, the sound refuses to play. I even tried setting the sound to come from something else like a vase or the door itself, but still no dice.
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	| 05-05-2011, 08:22 AM |  |  
	
		| cook   Member
 
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			| RE: Cant have PlaySoundAtEntity with SetSwingDoorClosed? 
 
				PlayGuiSound("react_scare", 1.0f);
 It's a GUI sound, I'm assuming that's the problem, paste the command above.
 
				
(This post was last modified: 05-05-2011, 08:26 AM by cook.)
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	| 05-05-2011, 08:25 AM |  |  
	
		| ricky horror   Member
 
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			| RE: Cant have PlaySoundAtEntity with SetSwingDoorClosed? 
 
				you're using .ogg for the one that doesn't work, and .snt for the one that does workPlaySoundAtEntity HAS to be .snt
 you can't use .ogg
 
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	| 05-05-2011, 08:39 AM |  |  
	
		| Ge15t   Junior Member
 
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			| RE: Cant have PlaySoundAtEntity with SetSwingDoorClosed? 
 
				Nope neither of those suggestions seem to work either..
 Also what does GUI stand for?
 
				
(This post was last modified: 05-05-2011, 08:48 AM by Ge15t.)
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	| 05-05-2011, 08:45 AM |  |  
	
		| jens   Frictional Games
 
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			| RE: Cant have PlaySoundAtEntity with SetSwingDoorClosed? 
 
				There must be a snt file for it to work, so if you simply tried react_scare1.snt that does not work, but I think there is a react_scare.snt which will randomly select one of the react_scareX.ogg to play.
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	| 05-05-2011, 08:48 AM |  |  
	
		| Ge15t   Junior Member
 
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			| RE: Cant have PlaySoundAtEntity with SetSwingDoorClosed? 
 
				 (05-05-2011, 08:48 AM)jens Wrote:  There must be a snt file for it to work, so if you simply tried react_scare1.snt that does not work, but I think there is a react_scare.snt which will randomly select one of the react_scareX.ogg to play. 
Tried that and it still does not work..
 
void CollideRoomTwo(string &in asParent, string &in asChild, int alState) 
{ 
	SetSwingDoorClosed("mansion_1", true, true); 
	PlaySoundAtEntity("", "react_scare.snt", "Player", 0, false);
	 
}
 
I have tried different variations of of the sound file name as well as the target entity (player).. do i need someone in the first quotations? i didnt for the other script line with the door?
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	| 05-05-2011, 08:56 AM |  |  
	
		| cook   Member
 
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			| RE: Cant have PlaySoundAtEntity with SetSwingDoorClosed? 
 
				void CollideRoomTwo(string &in asParent, string &in asChild, int alState){
 SetSwingDoorClosed("mansion_1", true, true);
 PlayGuiSound("react_scare", 1.0f);
 }
 
 This is what I do, works all the time, so no idea.
 
				
(This post was last modified: 05-05-2011, 08:59 AM by cook.)
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	| 05-05-2011, 08:58 AM |  |  
	
		| Ge15t   Junior Member
 
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			| RE: Cant have PlaySoundAtEntity with SetSwingDoorClosed? 
 
				 (05-05-2011, 08:58 AM)cook Wrote:  void CollideRoomTwo(string &in asParent, string &in asChild, int alState){
 SetSwingDoorClosed("mansion_1", true, true);
 PlayGuiSound("react_scare", 1.0f);
 }
 
 This is what I do, works all the time, so no idea.
 
I copied/pasted that directly replacing my current one and doesnt work.
 
I even created a SECOND area that sits with the first area:
//////////////////////////// // Run first time starting map
 void OnStart()
 {
 AddUseItemCallback("", "key1", "mansion_1", "UsedKey1OnDoor", true);
 PlayMusic("04_amb.ogg", true, .5, 3, 0, true);
 AddEntityCollideCallback("Player", "RoomTwoArea", "CollideRoomTwo", true, 1);
 AddEntityCollideCallback("Player", "RoomTwoArea2", "CollideRoomTwo2", true, 1);
 
 }
 
 void CollideRoomTwo(string &in asParent, string &in asChild, int alState)
 {
 
 SetSwingDoorClosed("mansion_1", true, true);
 PlayGuiSound("react_scare", 1.0f);
 
 }
 
 void CollideRoomTwo2(string &in asParent, string &in asChild, int alState)
 {
 
 PlayGuiSound("react_scare", 1.0f);
 
 }
 
And yet it still doesnt work.. im at a complete loss here lol
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	| 05-05-2011, 09:04 AM |  |  
	
		| genmills   Junior Member
 
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			| RE: Cant have PlaySoundAtEntity with SetSwingDoorClosed? 
 
				Hmm that seems really weird.  I would double check to make sure your sound files are still in their proper place and named correctly?  Just a thought since your code does look good.  Maybe I'm just not seeing it...
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	| 05-05-2011, 09:13 AM |  |  
	
		| ricky horror   Member
 
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			| RE: Cant have PlaySoundAtEntity with SetSwingDoorClosed? 
 
				void UsedKeyOnDoor2(string &in asItem, string &in asEntity){
 SetSwingDoorLocked("StartDoor2", false, true);
 PlaySoundAtEntity("", "unlock_door", "StartDoor2", 0, false);
this is actual scripting from the conversion i'm working on 
works fine for me
 
make sure that the third thing typed in (the one next to "unlock_door") is the actual name of the door
 
other than that, i have no idea why it's not working :/
 
edit:
 
try:
 void CollideRoomTwo(string &in asParent, string &in asChild, int alState){
 SetSwingDoorClosed("mansion_1", true, true);
 PlaySoundAtEntity("", "react_scare", "mansion_1", 0, false);
 }
 
 
				
(This post was last modified: 05-05-2011, 09:25 AM by ricky horror.)
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	| 05-05-2011, 09:21 AM |  |  |