... how on earth do you get sounds working? I can't seem to get them working at all. I want a music playing in the background (say the tavern from the arl soundset) as well as conversation ambient noise (mutterings etc) and fire crakling. How do you get these in game? I have tried placing audio objects and have tried using music volume, but no luck so far.
I was hoping someone could give me the simple guide on how to put music in an area.
Complete Noob Question, but...
Débuté par
Nwalya42
, déc. 30 2009 08:48
#1
Posté 30 décembre 2009 - 08:48
#2
Posté 30 décembre 2009 - 05:54
I'm a noob too and I am having the same problem as you,
I have tried music and audio volumes, and can get sound emmiters and volumes to work with sounds but not with music at all.
When I try changing the music preset in my area (not main campaign) the NTB ruins preset works with a music volume over the area, but other presets like NTB-forest and NTB-werewolves do nothing.
I am so confused can anyone help
I have tried music and audio volumes, and can get sound emmiters and volumes to work with sounds but not with music at all.
When I try changing the music preset in my area (not main campaign) the NTB ruins preset works with a music volume over the area, but other presets like NTB-forest and NTB-werewolves do nothing.
I am so confused can anyone help
#3
Posté 01 janvier 2010 - 05:45
Not sure if this is how you're supposed to do it, but it works. Use this as the area script and add a sound object of the desired music called main - make sure you set fade in/out or it sneaks up on you a bit.
#include "events_h"
#include "wrappers_h"
void main()
{
event ev = GetCurrentEvent();
int nEventType = GetEventType(ev);
switch(nEventType)
{
case EVENT_TYPE_ENTER:
{
PlayMusic("main");
break;
}
}
HandleEvent(ev, RESOURCE_SCRIPT_AREA_CORE);
}
#4
Posté 02 janvier 2010 - 05:57
Thanks a lot
I am going to try this soon. Hopefully it will work.
I am going to try this soon. Hopefully it will work.





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