the f****n music

Started by viktor, Mon 17/05/2004 15:37:16

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viktor

Ok now I realy hawe to be anoying already.
I set the sound file to play when you pres a certain button and when you pres the other one the sounds are suposed to stop and play another sound.
I set the sounds that the hotspots are supose to play and before it starts to play it should stop all the music. I set the action before "play sound". "Stop music" I mean.
But the music doesn't stop. It just play on with the new sound. So both sounds play at once.
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Ashen

Are you starting the music as a sound effect, since you say "I set the action before "play sound". "? Try using PlayMusic, or the Game - Play music option in the interaction editor, and see if 'Stop music' works then.
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viktor

Quote from: Ashen on Mon 17/05/2004 16:39:42
Are you starting the music as a sound effect, since you say "I set the action before "play sound". "? Try using PlayMusic, or the Game - Play music option in the interaction editor, and see if 'Stop music' works then.
Ok but what do I have to name the MP3 file so that the music will play.
And I have a inventory question. This is just BTW so...
I ned the scripts for the up and down butons in my inventory.
Are the scripts the same in every inventory or not. And i'm using the monkey island 1 stile inventory. But when I inported the gui the arows were not imported. I don't know why.
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Ginny

#3
I'm not sure wether you're using text scripting or the intercation editor, but I believe that in both, StopMusic stops the background music, and since this is a sound, it may not apply. What I think you need to do is use PlaySound(-1); to stop the sound.

[However, though in this case it should be fine, in other cases, this would stop all playing sound effects (channels 3-5), not just one. Is there a way to use PlaySoundEx(-1,4) or something to stop a specific sound? I can't test it atm..]

Oh, wait, I just found this: StopChannel (int channel). Which breings me to this: Is there a function, or a way to create a custom one, which can return which sound a certain channel is playing (somethng like GetCurrentMusic but for sounds). It seems that IsChannelPlaying and IsSoundPlaying aren't quite right for this purpose. And/or a function about a sound- where (channel) is it playing, if anywhere?

:)

edit: If you'll be using Play Music, you need to use musicx.mp3 or any other format as the filename, where x is the number.
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Ashen

music1.mp3, or whatever number you want. Also, PlayMP3File () in script will let you use a name for the file, e.g

PlayMP3File ("chesney.mp3");

will play "chesney.mp3" as the background music, and can be stopped with StopMusic.

And the script for the inventory buttons is in the global script of a default game, around lines 97 -104.
I know what you're thinking ... Don't think that.

viktor

Quote from: Ashen on Mon 17/05/2004 16:54:43
music1.mp3, or whatever number you want. Also, PlayMP3File () in script will let you use a name for the file, e.g

PlayMP3File ("chesney.mp3");

will play "chesney.mp3" as the background music, and can be stopped with StopMusic.

And the script for the inventory buttons is in the global script of a default game, around lines 97 -104.

I tryed copying the script but it doesnt work. Why?!
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Ashen

#6
If you mean the inventory button script didn't work, did you remember to change the 'if (button == 4)' and 'if (button == 5)' to whatever button numbers you need? And, where did you copy it to?
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strazer

If by "it doesn't work" you mean the music doesn't play, make sure the music file is in the COMPILED folder of your game (only if you use the PlayMP3File function, otherwise the music files have to be in the main game folder).

viktor

Quote from: strazer on Mon 17/05/2004 17:30:47
If by "it doesn't work" you mean the music doesn't play, make sure the music file is in the COMPILED folder of your game (only if you use the PlayMP3File function, otherwise the music files have to be in the main game folder).

no no i ment the scripts. But thanks anyway. And in both I didn't forget.
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Ashen

#9
Where did you paste the script? Could you post the code around it?
I know what you're thinking ... Don't think that.

viktor

#10
OK this is how my script looks like. And if anything is wrong please don't be to critical becous i don't know squat about scripts.

Ã,  if (interface == 2) {
Ã,  Ã,  if (button == 0) {Ã,  // open
Ã,  Ã,  Ã,  SetCursorMode(8);
Ã,  Ã,  Ã,  SetGlobalInt(80,1);
Ã,  Ã,  Ã,  }
Ã,  Ã,  if (button == 1) {Ã,  // close
Ã,  Ã,  Ã,  SetCursorMode(8);
Ã,  Ã,  Ã,  SetGlobalInt(80,2);
Ã,  Ã,  Ã,  }
Ã,  Ã,  if (button == 2) {Ã,  // push
Ã,  Ã,  Ã,  SetCursorMode(8);
Ã,  Ã,  Ã,  SetGlobalInt(80,3);
Ã,  Ã,  Ã,  }
Ã,  Ã,  if (button == 3) {Ã,  // pull
Ã,  Ã,  Ã,  SetCursorMode(8);
Ã,  Ã,  Ã,  SetGlobalInt(80,4);
Ã,  Ã,  Ã,  }
Ã,  Ã,  if (button == 7) {Ã,  // give
Ã,  Ã,  Ã,  SetCursorMode(8);
Ã,  Ã,  Ã,  SetGlobalInt(80,5);
Ã,  Ã,  Ã,  }
Ã,  Ã,  if (button == 4) { // Walk
Ã,  Ã,  Ã,  SetCursorMode(MODE_WALK);
Ã,  Ã,  Ã,  }
Ã,  Ã,  if (button == 10) {Ã,  // turn on
Ã,  Ã,  Ã,  SetCursorMode(8);
Ã,  Ã,  Ã,  SetGlobalInt(80,6);
Ã,  Ã,  Ã,  }
Ã,  Ã,  if (button == 11) {Ã,  // turn off
Ã,  Ã,  Ã,  SetCursorMode(8);
Ã,  Ã,  Ã,  SetGlobalInt(80,7);
Ã,  Ã,  Ã,  }


Ã,  Ã,  if ((button == 10) & (game.top_inv_item < game.num_inv_items -7))
Ã,  Ã,  Ã,  game.top_inv_item = game.top_inv_item + 4;
Ã,  Ã,  if ((button == 9) & (game.top_inv_item > 0))
Ã,  Ã,  Ã,  game.top_inv_item = game.top_inv_item - 4;
Ã,  Ã,  Ã, 
Ã,  Ã,  Ã,  Ã, }
Ã,  Ã,  Ã, 
Ã,  Ã,  Ã,  if ((button == 14) && (game.top_inv_item < game.num_inv_items - game.num_inv_displayed)) {
Ã,  Ã,  Ã,  // scroll down
Ã,  Ã,  Ã,  game.top_inv_item = game.top_inv_item + game.items_per_line;
Ã,  Ã,  }
Ã,  Ã,  if ((button == 15) && (game.top_inv_item > 0)){
Ã,  Ã,  Ã,  // scroll up
Ã,  Ã,  Ã,  game.top_inv_item = game.top_inv_item - game.items_per_line;
Ã,  Ã,  }


Now if some expert would look thrugh it I'd realy apriciate it.

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Ashen

At first glance, you need to get rid of:

    if ((button == 10) & (game.top_inv_item < game.num_inv_items -7))
      game.top_inv_item = game.top_inv_item + 4;
    if ((button == 9) & (game.top_inv_item > 0))
      game.top_inv_item = game.top_inv_item - 4;

since it causes a conflict on button 10.
I know what you're thinking ... Don't think that.

viktor

it still doesn't work.
DAMN IT.
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Scorpiorus

Open GUI editor and tell us your inventory GUI name (or number) as well as the numbers of scroll buttons.

I suppose GUI number is 2 but still make sure it is that one.

viktor

Quote from: Scorpiorus on Mon 17/05/2004 20:18:06
Open GUI editor and tell us your inventory GUI name (or number) as well as the numbers of scroll buttons.

I suppose GUI number is 2 but still make sure it is that one.
OK
here's the info:
1.) GUI number 2 object number  13
2.) OK I don't exactly understand what you mean with scroll  butons but. I hawe 2 arows (up, down)
and 12 other butons(pick up, look at, talk to...)
It's a monkey island stile so the inventory and the actions are in one GUI.
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Scorpiorus

Quote from: viktor on Mon 17/05/2004 20:35:31
2.) OK I don't exactly understand what you mean with scrollÃ,  butons but. I hawe 2 arows (up, down)
hehe, yeah I meant scrolling arrows. What are their numbers?

viktor

Quote from: Scorpiorus on Mon 17/05/2004 20:38:58
Quote from: viktor on Mon 17/05/2004 20:35:31
2.) OK I don't exactly understand what you mean with scroll  butons but. I hawe 2 arows (up, down)
hehe, yeah I meant scrolling arrows. What are their numbers?

the up arow is 14 the down arow is 15
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Scorpiorus

#17
ok, your inventory GUI script should look like this:

if (interface == 2) {

   if (button == 0) {Ã,  // open
      SetCursorMode(8 );
      SetGlobalInt(80,1);
   }
   if (button == 1) {Ã,  // close
      SetCursorMode(8 );
      SetGlobalInt(80,2);
   }
   if (button == 2) {Ã,  // push
      SetCursorMode(8 );
      SetGlobalInt(80,3);
   }
   if (button == 3) {Ã,  // pull
      SetCursorMode(8 );
      SetGlobalInt(80,4);
   }
   if (button == 7) {Ã,  // give
      SetCursorMode(8 );
      SetGlobalInt(80,5);
   }
   if (button == 4) { // Walk
      SetCursorMode(MODE_WALK);
   }
   if (button == 10) {Ã,  // turn on
      SetCursorMode(8 );
      SetGlobalInt(80,6);
   }
   if (button == 11) {Ã,  // turn off
      SetCursorMode(8 );
      SetGlobalInt(80,7);
   }

   if ((button == 15) && (game.top_inv_item < game.num_inv_items - game.num_inv_displayed)) {
      // scroll down
      game.top_inv_item = game.top_inv_item + game.items_per_line;
   }


   if ((button == 14) && (game.top_inv_item > 0)){
      // scroll up
      game.top_inv_item = game.top_inv_item - game.items_per_line;
   }


}

And one more important thing: select each arrow button and check its Left click property - it must be set to Run Script.

How did it turn out?

viktor

I'M GOING CRAZY HERE. Nothing works. I PUSH THAT F****N BUTON BUT NOTHIN HAPINES: WHY!!!!!
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Scorpiorus

No need to panic :)

Could you post the content of the global game_start() function?

Open the global script (Ctrl-G), it's almost on top of the global script.

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