Background sound and music at the same time

Started by placyd, Sun 13/01/2008 14:19:39

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placyd

In my game I want background sound (a street atmos, birds, etc) beside the background music.
I set the music with PlayMusic - that works good. But what should I use for the sound if I want it to play repeadetly like the music?
I don't want to use ambient sound because I want the sound to be at the same volume level, wherever the player is in the screen.
I tried the following in the repeadetly execute:
if (IsChannelPlaying(3)==0){PlaySoundEx(11,3);}
It is almost good - the sound repeating normally, but if the sound ends during for exapmple a dialog,  then the repeat only begins when the dialog is over.
Could someone tell me a better way to use background sound, beside the music?



Galen

Use ambient and change the volume level to match? Or just add the sounds into the music.

placyd

The AmbientSound works that I set a coordinate where it sounds at 100% volume level (100% is what I set in the int volume). When the character moves from this position, the volume will be quiter.
I want an equal volume level independently where the character is.
And I don't want to add the sound into music, because they have different length, so they won't fit.
Is there a solution for this problem?

Galen

#3
Ah, I see your point. Sorry.
I'll have a better look at the functions and get back to you.

Update:

Ok, this is the ticket:
Code: ags

X and Y allow you to specify co-ordinates if you want a directional ambient sound. If you just pass X and Y as zero, the sound will be played at the specified volume throughout the room.

placyd


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