Adventure Game Studio

AGS Support => Beginners' Technical Questions => Topic started by: limeTree on Thu 27/07/2006 16:07:06

Title: Music continuing
Post by: limeTree on Thu 27/07/2006 16:07:06
I have a certain number of rooms and they re all atached with their own music.
How to change the music after something happeneds(Likeif you are chased)so that it continues in other romms from where it sropped.The repeating execute start it all over in each room.
Title: Re: Music continuing
Post by: SSH on Thu 27/07/2006 17:22:55
Not quite sure exacly what you want, but my  Music Continuity module (http://www.adventuregamestudio.co.uk/yabb/index.php?topic=26262.0) might do the trick?
Title: Re: Music continuing
Post by: limeTree on Thu 27/07/2006 17:26:56
I want the music to continue playing in each room.
Title: Re: Music continuing
Post by: SSH on Thu 27/07/2006 17:31:28
Well, that could mean some different things. You haven't really clarified. My module makes music continue playiong from where it left off, but if you want to have two different musics for a room, depending on the "mood" then you'll need to put an if statement in your "before fadein" interaction and not use the room editors "Play music on room load" feature.
Title: Re: Music continuing
Post by: limeTree on Thu 27/07/2006 18:28:47
ok,thanks
Title: Re: Music continuing
Post by: SSH on Fri 28/07/2006 12:44:10
I've extended the module to do what you want, now. The MusicC.SPlay function now takes a new optional 3rd argument, keep. If you pass eMusicCKeep here, the music will keep playing even if you enter a room that has a "play music on room enter". You can cancel the "chase music" by calling MusicC.Restore();
Title: Re: Music continuing
Post by: limeTree on Fri 28/07/2006 17:17:58
Wow,cool,thanks a bunch
Title: Re: Music continuing
Post by: Nathan23 on Fri 28/07/2006 17:19:29
That module sounds great.. I will try it.