mr.bonent
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Sound at Entity
Hey guys!
I want to play a Sound on a Entity when the Player enters an area.
It doesn't work yet. Here my script.
Thanks for help.[/quote]
Quote: void OnStart()
{
AddEntityCollideCallback("Player", "ScriptArea_1", "BuchErscheinung", true, 1);
AddEntityCollideCallback("Player", "DoorClosedArea_1", "DoorClosedAndLook", true, 1);
AddEntityCollideCallback("Player", "DoorClosedArea_1", "DoorSchrei", true, 1);
}
void BuchErscheinung(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("buch", true);
AddDebugMessage("buch", false);
}
void DoorClosedAndLook(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("mansion_6", true, true);
StartPlayerLookAt("mansion_6", 10.0f, 10.0f, "");
AddTimer("", 1.0f, "stoplook");
}
void DoorSchrei(string &in asParent, string &in asChild, int alState);
{
PlaySoundAtEntity("Schrei", "05_event_door_bang.snt", "mansion_6", 2.0f, false);
StopSound("Schrei", 5.0f);
}
void stoplook(string &in asTimer)
{
StopPlayerLookAt();
}
void OnEnter()
{
}
void OnLeave()
{
}
Attached Files
error_.jpg (Size: 6.96 KB / Downloads: 128)
(This post was last modified: 07-31-2011, 11:03 PM by mr.bonent .)
07-31-2011, 11:02 PM
MrCookieh
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RE: Sound at Entity
void DoorSchrei(string &in asParent, string &in asChild, int alState)
;
remove the semicolon
07-31-2011, 11:16 PM
mr.bonent
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RE: Sound at Entity
Ok thanks, the error message does not appear anymore.
But no sound was there when I entered the area.
07-31-2011, 11:36 PM
Janni1234
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RE: Sound at Entity
PlaySoundAtEntity("Schrei", "05_event_door_bang.snt", "mansion_6", 2.0f, false);
try:
PlaySoundAtEntity("Player", "05_event_door_bang.snt", "mansion_6", 2.0f, false);
07-31-2011, 11:37 PM
Angerpull
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RE: Sound at Entity
When you're playing a sound at an Entity, do not use the SNT at the end. Just use it's name.
07-31-2011, 11:53 PM
MrCookieh
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RE: Sound at Entity
and you can put these
PlaySoundAtEntity("Schrei", "05_event_door_bang.snt", "mansion_6", 2.0f, false);
StopSound("Schrei", 5.0f);
into your
void DoorClosedAndLook(string &in asParent, string &in asChild, int alState)
because the are executed at the same time
08-01-2011, 12:06 AM
Kyle
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RE: Sound at Entity
Guys, why not we just play the sound at the entity the
NORMAL way, no extra modifications that are needed. -_-
The reason why the sound doesn't work is because you're starting it up and then it gets canceled.
Do this:
void OnStart()
{
AddEntityCollideCallback("Player", "ScriptArea_1", "BuchErscheinung", true, 1);
AddEntityCollideCallback("Player", "DoorClosedArea_1", "DoorClosedAndLook", true, 1);
}
void BuchErscheinung(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("buch", true);
AddDebugMessage("buch", false);
}
void DoorClosedAndLook(string &in asParent, string &in asChild, int alState)
{
SetSwingDoorClosed("mansion_6", true, true);
StartPlayerLookAt("mansion_6", 10.0f, 10.0f, "");
PlaySoundAtEntity("Schrei", "05_event_door_bang.snt", "mansion_6", 2.0f, false);
AddTimer("", 1.0f, "stoplook");
AddTimer("", 4, "stopsound");
}
void stopsound(string &in asTimer)
{
StopSound("Schrei", 3);
}
void stoplook(string &in asTimer)
{
StopPlayerLookAt();
}
void OnEnter()
{
}
void OnLeave()
{
}
It's useless to call the different functions with the same parent and child at the same time.
I was also wondering what's the point for playing a sound and then have it be stopped? The sound isn't a repeating one.
(This post was last modified: 08-01-2011, 12:18 AM by Kyle .)
08-01-2011, 12:10 AM
mr.bonent
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RE: Sound at Entity
Thank you very much guys! Kyle your script works perfect.
Greets!
08-01-2011, 04:45 PM
Kyle
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RE: Sound at Entity
(08-01-2011, 04:45 PM) mr.bonent Wrote: Thank you very much guys! Kyle your script works perfect.
Greets!
No problem, I try my hardest.
08-01-2011, 04:55 PM