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Ambience noises.
Angerpull Offline
Member

Posts: 88
Threads: 24
Joined: Jun 2011
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#1
Ambience noises.

Hello! I am working on my custom story. And I was wondering how I can place other Ambience sounds such as a prisoner screaming and footsteps like in the original Amnesia.

I can only seem to place down a Ambience sound into the Editor using it's Sounds Tool, but I have no idea how to make other noises. Like footsteps and cries etc.

Is it an easy way to do it, or do I need to go on a hardcore scripting adventure?

Angerpull Angel
07-12-2011, 04:44 AM
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DRedshot Offline
Senior Member

Posts: 374
Threads: 23
Joined: Jun 2011
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#2
RE: Ambience noises.

its not too hard, just use
PlaySoundAtEntity(string name , string soundfile , string entity , float fadeintime , bool savesound);
Its pretty easy to do this, just place two script areas, one where you collide with, and one where the sound willl come from, and use
void OnStart()
{
AddEntityCollideCallback("Player" , "scriptarea_1" , "Collide" , true , 1);
}
void Collide(string &in asParent , string &in asChild , int &in alState)
{
PlaySoundAtEntity("MySpookySound" , "23_sawvoices1" , "scriptarea_2" , false);
}
but to make more randomised sounds you should use timers, so the player could be anywhere when the sound starts, just to make it seem a bit less scripted! Big Grin

(This post was last modified: 07-12-2011, 07:17 AM by DRedshot.)
07-12-2011, 06:53 AM
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