I'm sure this is childsplay to the rest of you, but for the life of me I cannot get this to work. I've tried several different versions of scripting this, but the sound plays once and stops.
So the thing is, I have probes with electricity flowing between them. I have a "bzzz" sound that I want played as long as this object is animating and then stops once the objects stops animating.
From rep_exec:
if ((IsSoundPlaying()==0)&&(object[9].Animating==true)){
PlaySound(11);
}
That was the last bit of code I tried, which was a LAST RESORT idea, after several attempts. I'm too frustrated right now to rewrite all the different tries I did.
If you could plese point me in the right direction and tell me what I'm NOT doing, it will be MUCH appreciated.
Hmm, couldn't you just use
PlayAmbientSound();
?
Of course, you'd have to move the script from rep_execute, or it won't work right.
bool isBuzzPlaying = false;
function player_enters_room()
{
isBuzzPlaying = false;
}
function rep_ex()
{
if (object[9].Animating && !isBuzzPlaying)
{
aSound9.Play();
isBuzzPlaying = true;
}
else
if (!object[9].Animating && isBuzzPlaying)
{
aSound9.Stop();
isBuzzPlaying = false;
}
}
function player_leaves_room()
{
if (isBuzzPlaying)
{
aSound9.Stop();
}
}
This requires AGS 3.2 to work though.
Otherwise it might be easiest to just time the animation and make the sound effect the same length.
Oh, for Christ's sakes. Maybe I should have read the manual. (http://www.adventuregamestudio.co.uk/manual/)
Thanks, NsMn. I saw that in there too but bypassed it looking for IsSoundPlaying();...
\--EDIT--\
Thank you to you too, Steve, but PlayAmbientSound worked perfectly.
Heh, the code you gave me looked a lot like what I had already tried, except, I'm sure your version actually works ;)