trying to credit ppl but cant remember
Moderator: InsideQC Admins
17 posts
• Page 1 of 2 • 1, 2
trying to credit ppl but cant remember
Although I'm a few months of finishing, I'm getting the creditation sorted for Lunkin. I'm using the music code below (- minus the music here stuff nonsense I replaced the "long winded different level music stuff of mine" with.
But I can't remember where I got it, and who wrote it:
void() musicplay =
{
music here stuff !
};
void() playmusic =
{
local entity music;
music = spawn();
music.nextthink = time + 1;
music.think = musicplay;
};
Ideas?
But I can't remember where I got it, and who wrote it:
void() musicplay =
{
music here stuff !
};
void() playmusic =
{
local entity music;
music = spawn();
music.nextthink = time + 1;
music.think = musicplay;
};
Ideas?
-

ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
I'll help you. Replace the code with this.
void() musicplay =
{
sound (self, CHAN_VOICE, "music.wav", 1, ATTN_NONE);
};
voi() playmusic =
{
local entity music1, music2;
music1 = spawn ();
music2 = spawn ();
music1.origin = '-4096 -4096 -4096';
music2.origin = '4096 4096 4096';
music1.think = musicplay;
music2.think = musicplay;
music1.nextthink = time + 1.0;
music2.nextthink = time + 1.0;
};
If you do this, I'll let you credit nobody
It's a common method for doing sound. (You have two sound players in different extremities of the level. This makes it so it doesn't sound like the music is coming out of only one speaker when turning in a certain direction)
Actually, the common method is:
void() playmusic =
{
ambientsound ('-4096 -4096 -4096', "music.wav", 1, ATTN_NONE);
ambientsound ('4096 4096 4096', "music.wav", 1, ATTN_NONE);
};
But that will make the sound play right away. If that's what you want (i.e. you won't be able to change the track til the level changes), then you can use that. Also the music must be looping to use the ambientsound version.
void() musicplay =
{
sound (self, CHAN_VOICE, "music.wav", 1, ATTN_NONE);
};
voi() playmusic =
{
local entity music1, music2;
music1 = spawn ();
music2 = spawn ();
music1.origin = '-4096 -4096 -4096';
music2.origin = '4096 4096 4096';
music1.think = musicplay;
music2.think = musicplay;
music1.nextthink = time + 1.0;
music2.nextthink = time + 1.0;
};
If you do this, I'll let you credit nobody
Actually, the common method is:
void() playmusic =
{
ambientsound ('-4096 -4096 -4096', "music.wav", 1, ATTN_NONE);
ambientsound ('4096 4096 4096', "music.wav", 1, ATTN_NONE);
};
But that will make the sound play right away. If that's what you want (i.e. you won't be able to change the track til the level changes), then you can use that. Also the music must be looping to use the ambientsound version.
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
- Sajt
- Posts: 1215
- Joined: Sat Oct 16, 2004 3:39 am
It's a shame the stereo sound hack method suppousedly doesn't work.
Record one channel as one .wav file, record the other channel as another .wav file .. play one wav at one side, and the other wav at the other end of the level.
It doesn't synch, although I'd like to try this for myself one day - especially in a 2D gameplay mod (I'll probably test it out using TAoV...)
So close
Record one channel as one .wav file, record the other channel as another .wav file .. play one wav at one side, and the other wav at the other end of the level.
It doesn't synch, although I'd like to try this for myself one day - especially in a 2D gameplay mod (I'll probably test it out using TAoV...)
So close
-

RenegadeC - Posts: 391
- Joined: Fri Oct 15, 2004 10:19 pm
- Location: The freezing hell; Canada
Thanks for the replies, on a different but connected note, and back to this bit of code:
void() musicplay =
{
music here stuff !
};
void() playmusic =
{
local entity music;
music = spawn();
music.nextthink = time + 1;
music.think = musicplay;
};
How could I turn it off?
void() musicplay =
{
music here stuff !
};
void() playmusic =
{
local entity music;
music = spawn();
music.nextthink = time + 1;
music.think = musicplay;
};
How could I turn it off?
-

ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
play a different sound (such as misc/null.wav) on the same entity and the same channel.
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
- Wazat
- Posts: 771
- Joined: Fri Oct 15, 2004 9:50 pm
- Location: Middle 'o the desert, USA
It's looping? The sound quake uses to stop other sounds is looping?
/me ponders what drunken orgy over at ID software spawned that decision...
/me ponders what drunken orgy over at ID software spawned that decision...
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
- Wazat
- Posts: 771
- Joined: Fri Oct 15, 2004 9:50 pm
- Location: Middle 'o the desert, USA
Wazat wrote:It's looping? The sound quake uses to stop other sounds is looping?
/me ponders what drunken orgy over at ID software spawned that decision...
Well, look at it this way, if you ever had to stop an ambientsound (Which only accepts loops), It'd be real handy to have. =P
-

Dr. Shadowborg - InsideQC Staff
- Posts: 1110
- Joined: Sat Oct 16, 2004 3:34 pm
-

ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
FrikaC wrote:But you can't change an ambientsound once spawned....
Which is why null.wav being looped is so damn funny.
-

Dr. Shadowborg - InsideQC Staff
- Posts: 1110
- Joined: Sat Oct 16, 2004 3:34 pm
Dr. Shadowborg wrote:FrikaC wrote:But you can't change an ambientsound once spawned....
Which is why null.wav being looped is so damn funny.
I know what is the purpose: you can use it to create an ambientsound for quiet places! Yes, that is it. If you want a sound of frogs, there is one for it. If you want wind, there is another one. If you want no sound at all, you use this.
NEXT!
#EOP
- Gilgamesh
- Posts: 67
- Joined: Tue Oct 26, 2004 6:08 pm
- Location: Brazil
17 posts
• Page 1 of 2 • 1, 2
Who is online
Users browsing this forum: No registered users and 1 guest