Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Sound Question
GreyFox Offline
Member

Posts: 162
Threads: 23
Joined: Jul 2011
Reputation: 2
#1
Sound Question

Hello Once again I need some help.

I have a Trigger Area Where you collide with it and it makes some Ambient Wind Noise, but the sound is coming from the trigger Area is there any way to make it say come from the door/window or anything (IE louder at window/Door?) Just wondering this will also help for other things (IE when you pick up a key make a Monster sound, not an actual monster sound behind you not at the area. correct?)

Thanks
-GreyFox

Current Project
Forgotten
08-06-2011, 05:38 AM
Find
Tanshaydar Offline
From Beyond

Posts: 3,085
Threads: 17
Joined: Mar 2009
Reputation: 67
#2
RE: Sound Question

Where did you specified in PlaySoundAtEntity function?

08-06-2011, 10:07 AM
Website Find
MrCookieh Offline
Member

Posts: 157
Threads: 8
Joined: Jul 2011
Reputation: 0
#3
RE: Sound Question

PlaySoundAtEntity("", "yoursound", "*", 0, false);
* : Insert where the sound plays. choose an entity, which is next to the window.

The Well: Descent - Take a look at it!
08-06-2011, 02:53 PM
Find
GreyFox Offline
Member

Posts: 162
Threads: 23
Joined: Jul 2011
Reputation: 2
#4
RE: Sound Question

Does It have to be an entity? or could it be another area? But thank you.

This will help alot.

-Grey Fox

Current Project
Forgotten
08-06-2011, 04:56 PM
Find
Tanshaydar Offline
From Beyond

Posts: 3,085
Threads: 17
Joined: Mar 2009
Reputation: 67
#5
RE: Sound Question

Script Areas work like entities.

08-06-2011, 04:58 PM
Website Find
GreyFox Offline
Member

Posts: 162
Threads: 23
Joined: Jul 2011
Reputation: 2
#6
RE: Sound Question

gotcha, I also have another question, It's about timers this time. I just don't understand why Mine won't work.

void CollideTimer1(string &in asParent, string &in asChild, int alState)
{
AddTimer("Laugh1", 12, "PlaySoundAtEntity");
PlaySoundAtEntity("laugh1", "laugh.snt", "Player", 0, false);
}

Does it need to be like that ^? Or

void CollideTimer1(string &in asTimer)
{
AddTimer("Laugh1", 12, "PlaySoundAtEntity");
PlaySoundAtEntity("laugh1", "laugh.snt", "Player", 0, false);
}


Which one is correct? I've tried Both and this "Laugh" won't work.
Thanks
-GreyFox

Current Project
Forgotten
08-06-2011, 07:49 PM
Find
Tanshaydar Offline
From Beyond

Posts: 3,085
Threads: 17
Joined: Mar 2009
Reputation: 67
#7
RE: Sound Question

You can't do that. Timer should point to another function, you can't call next line with a timer. Also, don't use the signature functions.

void CollideTimer1(string &in asTimer)
{
AddTimer("Laugh1", 12, "PlaySound");
}

void PlaySound(string &in asTimer)
{
PlaySoundAtEntity("laugh1", "laugh.snt", "Player", 0, false);
}

(This post was last modified: 08-06-2011, 08:00 PM by Tanshaydar.)
08-06-2011, 08:00 PM
Website Find
GreyFox Offline
Member

Posts: 162
Threads: 23
Joined: Jul 2011
Reputation: 2
#8
RE: Sound Question

Okay thank you I can't test it right now but you are a super Moderator. Thank you very much hopefully it works

Current Project
Forgotten
08-06-2011, 08:41 PM
Find
Tanshaydar Offline
From Beyond

Posts: 3,085
Threads: 17
Joined: Mar 2009
Reputation: 67
#9
RE: Sound Question

lol, I'm a human being. Being a moderator doesn't change it Big Grin

08-06-2011, 10:12 PM
Website Find
GreyFox Offline
Member

Posts: 162
Threads: 23
Joined: Jul 2011
Reputation: 2
#10
RE: Sound Question

haha, Okay and thank you it works the only thing I had to change was....

void collidetimer(string &in asParent....Etc) instead of (string &in asTimer)

then it worked. thanks alot man

Current Project
Forgotten
08-07-2011, 03:44 PM
Find




Users browsing this thread: 3 Guest(s)