I'm tearing my hair out here. From what I understand, having a sound play during an animation is pretty straightforward; you just have to:
1) Go to the animation's view, and
2) Set the "Sound" parameter to the sound effect in question.
That's it. So...WHY WON'T IT WORK?! Does it have to be a specific type of file? Does it require some extra coding when I run the animation? I've tried this with two animations, two different sound effects...no go. Help me, AGS forums!
Can you play the sounds by calling NameOfSound.Play(); ?
I can! I can play the sounds fine in the code itself, but trying to attach a specific sound to a specific frame doesn't do anything.
So...it just started randomly playing now. I don't know why, but I'll take it!
I am wondering, may that be related to scaling? There's an option to change frame sound volume with character scaling... I also heard it does not work properly in AGS 3.2, but never tried myself.
Scripting sound volume with character scaling does work if the scaling length area is quite long.
A scaling of say 120 to 5 with quite a bit of distance like walking up a long road does work, I have tried it and it is ok..
However, scaling 100 to 70 with not a long distance is not so prominent.
There does appear to be a small issue regarding this with AGS 3.2 but I am sure it is negotiable in most cases.
Most newbees do not know about adding:
chero.ScaleVolume=true;
No doubt this issue will be approached and better implemented in later AGS vesrsion.
Yeah, it was just me being dumb. Figured it out--there was nothing wrong with the file or the coding; I was just loading a save file instead of starting a new game, and the save file was made before I added in the sound effects.