trying to credit ppl but cant remember
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?
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 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.
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.
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
-
- InsideQC Staff
- Posts: 1120
- Joined: Sat Oct 16, 2004 3:34 pm
-
- InsideQC Staff
- Posts: 1120
- Joined: Sat Oct 16, 2004 3:34 pm
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.Dr. Shadowborg wrote:Which is why null.wav being looped is so damn funny.FrikaC wrote:But you can't change an ambientsound once spawned....
NEXT!
#EOP