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Messages - Alynn

#761
lowest volume is 30 at x co-ordnants 0-50... at x co-ord 500 its 255... you should be able to tell a difference.... but there isnt one (at 30 you should barely be able to hear it I think...




NM I found it... it looks like SetChannelVolume has to be called after the PlaySoundEx...
#762
This is just a snippit

Code: ags
if ((character[1].frame==4) & (character[1].loop==4)) {
    if (isBetween(600, 700, wherex)){
      if (IsSoundPlaying()==0){
        SetChannelVolume(3, 205);
        StrFormat(buffer, "%d", 205);
        SetLabelText(4, 1, buffer);
        PlaySoundEx(1, 3);
      }
    }
    else if (isBetween(550, 600, wherex)){
      if (IsSoundPlaying()==0){
        SetChannelVolume(3, 230);
        StrFormat(buffer, "%d", 230);
        SetLabelText(4, 1, buffer);
        PlaySoundEx(1, 3);
      }
    }
    else if (isBetween(450, 550, wherex)){
      if (IsSoundPlaying()==0){
        SetChannelVolume(3, 255);
        StrFormat(buffer, "%d", 255);
        SetLabelText(4, 1, buffer);
        PlaySoundEx(1, 3);
      }
    }
    else if (isBetween(400, 450, wherex)){
      if (IsSoundPlaying()==0){
        SetChannelVolume(3, 230);
        StrFormat(buffer, "%d", 230);
        SetLabelText(4, 1, buffer);
        PlaySoundEx(1, 3);
      }
    }
    else if (isBetween(350, 400, wherex)){
      if (IsSoundPlaying()==0){
        SetChannelVolume(3, 205);
        StrFormat(buffer, "%d", 205);
        SetLabelText(4, 1, buffer);
        PlaySoundEx(1, 3);
      }
    }
  }


Ok first dont worry about the StrFormat and the SetLabel... thats just for debugging... wherex is initialized as character[0].x.... this sits in my repeatedly execute....

Basicly... it doesnt work... the volume isnt turning down or up... just staying at 255 (at least to my ears...) but the gui i have for debugging is changing just fine...

any thoughts?
#763
Beginners' Technical Questions / Re:Speech
Wed 29/10/2003 02:34:48
Quote from: Joolz on Tue 28/10/2003 21:17:28
Thanks for that, the program is great is there anything it can not do!!..

Make Cappachino, lunch, dinner... basicly anything eatable it can not do... It cant do your laundry... it cant rub your feet after a long hard day at work... Actually, there are less things it can do than there are of things it cant do...
#764
Quote from: Alynn on Tue 28/10/2003 17:45:35
I dont have time right now but when I get home I'm going to try in the room's repeat_ex that
Code: ags

if ((character[1].loop==5) & (character[1].frame==6) {
  PlayAmbientSound(1, 0, 200, 520, 255);
  StopAmbientSound(1);
} 


Gonna see if it works (the logic seems right anyway.) EDIT: I will probably have to have a Wait(4); or something...

Just FYI, it works, but, not like I had hoped... Unfortunately the wait brings up the hourglass for that 1/20th of a second the program waits and my gui's gray out (making for a very ugly scene)... I'll look into PlaySoundEx
#765
General Discussion / Re:Cheese It
Tue 28/10/2003 19:03:52
I was bored... Decided to find the oldest topic in this forum... and post in it... this is what happens when you have internet at work, a boss that never comes around, and nothing to do....

I like cheese!
#766
Beginners' Technical Questions / Re:Ego Size
Tue 28/10/2003 19:00:41
You could always adjust the percents in the walkable areas... if he is only half of what you want set it to 200 percent to make him twice as big...

(If only penis size was as easy)
#767
Critics' Lounge / Re:Rooms redrawn - Update
Tue 28/10/2003 17:51:06
Quote from: N3TGraph on Tue 28/10/2003 17:45:31
apparently, spy vs spy is an old Nes game based on a comic



it was very fun  ;D

It was on the MasterSystem too... on one of those little game cards (like a credit card with metal connectors the whole game worked off of... you put it in the same slot you put the 3D glasses... those were cool....)

EDIT: And the comic was in MAD magizine... you can still find them there too... (with the occasional spy vs. spy vs. spy)
#768
Quote from: juncmodule on Tue 28/10/2003 17:34:46
I requested something similiar to this a while back, it may be on the tracker, I'm not sure.

Basically just a PlaySoundEx(); type of command that allows you to pass the same parameters as PlayAmbientSound();.

Is there a character[].variable for view/frame sound hidden away somewhere? I know there isn't one in the help file. Perhaps that would be too difficult to implement.

Either way it looks like for now you may have to set up some scripting to do what you want. I don't think the frame sounds will work for what you are trying to do, at least not at the moment.

good luck,
-junc

I dont have time right now but when I get home I'm going to try in the room's repeat_ex that
Code: ags

if ((character[1].loop==5) & (character[1].frame==6) {
  PlayAmbientSound(1, 0, 200, 520, 255);
  StopAmbientSound(1);
} 


Gonna see if it works (the logic seems right anyway.) EDIT: I will probably have to have a Wait(4); or something...
#769
Quote from: Scummbuddy on Tue 28/10/2003 17:04:18
cant you run a check inside the room that always checks your x position and if its getting closer to the point thats resonating the sound, then the volume raises?

Not that I am aware of, as you assign the sound into the view of that character, unless I am missing a function that lets you increase/decrease the volume of character sounds
#770
Quote from: CB.. on Tue 28/10/2003 11:35:23
yur a sheep?

No... that would be baaaaaaaaaaaa

this was bah! Most famous for being in front of humbug...
#771
Ok, I asked a question on how to make a sound get louder as you got closer to it. The answer I got wasn't quite what I wanted (although PlayAmbientSound works)...

Would it be possible to make all characters sounds that happen from their view animations play the same way? I have a character that is cutting down a tree, but his sound when the axe hits the tree can be heard loudly even when on the other side of the room (700 pixel scrolling room).

Would be good for footsteps of other characters as they walk around and what not... I'm sure you can see other applications...

Anyway... thats my suggestion...
#772
Bah...

Maybe sounds eminating from characters should have ambient sounds built in... I'm going to have to extend this wave to get the timing down correct and take it off the char...

Thanks...
#773
General Discussion / Re:Hello
Mon 27/10/2003 23:58:24
Quote from: BuffaloGamer on Mon 27/10/2003 23:52:43
i like that sig. picture, its really cool.

shawn

Actually its usually my avatar... but this place doesnt allow for 100X100 avatars... Anyway... That's Alynn the yellow eyed... me actually... my friend did it... when he gets free time again he will be the artist for one of my AGS games....

And you just cant see the rest of the pic... those are actually riim wings (dont ask dont tell)
#774
General Discussion / Re:Hello
Mon 27/10/2003 23:50:17
Quote from: Darth Mandarb on Mon 27/10/2003 22:31:42
Oh great!  Another n00b posting a "I'm new here blah blah blah" thread.  God won't they EVER learn???

(you know ... since you like the pain ... just thought I'd help you along!!)

best,
dm

not so much pain there.. more mild annoyance :P
#775
Ok... I looked... and looked... and LOOOKED... and cant find it...

Is there any way to have fading and maybe even directional sounds in your views...

I have a character chopping wood in a forest... I would like the sound when he hits the tree to get louder as you get closer to him, and quiet as you move away. The current forest room is 700 pixels wide, so it is a scrolling room...

anyway... is it possible?
#776
General Discussion / Hello
Mon 27/10/2003 21:19:09
I didnt see a welcome forum... so anyway... I'm new here... Not so much to game making (Been in the RM2K circles for awhile) and found AGS looking for the kings and space quest games... Gettin into it... went straight to the scripting, dont worry... I program for a living... its just about learning the API...

Well anyway... howdy.... nice to meet you... flame if you must, I like the pain anyway :P
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