I'd like to have time-triggered music and sound effects events in my game, but in looking over the documentation I can't seem to get confirmation that it's possible.
Example: I have a scene where the hero is walking along a rocky path with vultures perched in nests overhead. I'd like to do a time-triggered thing where every 15-20 seconds or so, a vulture lets out a screech.
Is this possible in AGS? It seems like it ought to be, but I wanted to make sure before I started planning on different sound effect schemes.
Thanks!
Josh
yeah, all that would be pretty basic.. ags can cover almost anything you would have in an adventure game by now I think.
as an example to play a sound every 80 game cycles you would do this:
In your room script,
In the 'Player Enters Screen' interaction:
SetTimer (1, 80);
Then in the 'Repeatedly Exectute' interaction:
if (IsTimerExpired (1)){
PlaySound(1);
SetTimer(1,80);}
That's all there would be to it.
15 seconds = 15*40 (default) game cycles = 600 game cycles.
this goes to the room scripts top:
int timer = 0;
And this to the repeatedly execute function of that room:
while (timer <= 600){ // While the timer is less or equal to 600
timer++; // Adds 1 to the timer
}
if (timer >= 600){ // If the timer is more or equal to 600
PlaySound(X); // Plays sound X
timer = 0; // Resets the timer
}
This should work...
-EDIT-
*Sigh*
Maybe I should start using those timer functions... they seem so much easier... Tho' I haven't needed timers yet in my projects... :P
A reveal: Sledge Hammer and the BlueMoon uses timer in the intro to count when its the right time to get the hole in the glass...
You can also set up a timer using a counting variable and repeatedly_execute (much the same like usign a proper timer).