Quote from: Snarky on Mon 15/07/2019 10:27:36
There appears to be a bug in SMF where the forum skips displaying a thread between page 1 and page 2 (at least under certain conditions).
Yeah

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Show posts MenuQuote from: Snarky on Mon 15/07/2019 10:27:36
There appears to be a bug in SMF where the forum skips displaying a thread between page 1 and page 2 (at least under certain conditions).
Quote from: man n fist on Sun 16/06/2019 17:31:40
Haha I've got to play it!This looks so interesting. Cool artwork too!
if(currentMusic == null || currentMusic.PlayingClip != amymusic)
currentMusic = amymusic.Play();
function room_LeaveRight()
{
cJesus.ChangeRoom(12, 55, 695, eDirectionRight);
SetNextScreenTransition(eTransitionCrossfade);
}
Quote from: Crimson Wizard on Tue 09/04/2019 11:20:54Quote from: Amir on Tue 09/04/2019 09:50:09
That would take a long time coz i have already 60 sounds in the game, and some of them are connected with framesBut i'll try that. Thank u.
You could try writing a universal algorithm that does not account for individual clips but tests if any of sound type plays at the moment.
To put briefly, the idea is:
- keep a global variable that tells current state (music muted/unmuted).
- in repeatedly_execute_always test whether sound is playing and compare with the global variable.
- if state has changed, then mute/unmute current music volume.
- for starting music you would probably have to write a custom function to use instead of bare .Play(), that tests that variable and sets starting volume right away.
Most difficult part there imho is how to detect if sound is playing. If you have reserved channel(s) for Sound type, that may be pretty trivial though: you simply test if there's anything in that channel: System.AudioChannels[ sound channel number ].PlayingClip != null
Quote from: Cassiebsg on Mon 08/04/2019 23:52:41
Not as far as I know, but if you really want to make that, you can code your own function where you reduce the music volume, then play the audio file, and after it increase the volume back up again...
Quote from: morganw on Mon 08/04/2019 22:22:59
Yes, but priority is not related to volume or relative loudness.Quote from: Amir on Mon 08/04/2019 21:18:59A lower priority will not make it quieter.
The music doesn't become quieter.
Quote from: morganw on Mon 08/04/2019 21:31:43
There are only 8 audio channels, so the priority setting is for choosing which sound will be played when you run out of channels (e.g. if you try to play 9 sounds at the same time, the one with the lowest priority is ignored).
Volumes are separate, if you look at an AudioClip's properties you'll see one called DefaultVolume.
Here is the relevant manual page:
https://www.adventuregamestudio.co.uk/manual/ags13.htm#MusAndSound
Quote from: Cassiebsg on Mon 11/03/2019 17:18:41
Seems to me that the hotspot mouse code might be in rep.exe_always. If so locate it and move it to rep.exe.
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