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Messages - Quintaros

#501
The Rumpus Room / Re: *Guess the Movie Title*
Mon 25/05/2015 11:28:19
Another clue:
#502
The Rumpus Room / Re: *Guess the Movie Title*
Fri 22/05/2015 04:28:37
Here's a new one:
#503
The Rumpus Room / Re: *Guess the Movie Title*
Thu 21/05/2015 17:52:12
Quote from: Snarky on Thu 21/05/2015 17:45:33
Thank you! (It was actually your turn anyway, so take it away!)

Yeah, I had one all planned out last time before you scooped me too!  I'll post it later tonight.
#504
The Rumpus Room / Re: *Guess the Movie Title*
Thu 21/05/2015 17:43:56
All right, let's put this one out of its misery.  I have not seen this movie but I do recognize the actor on the left in your last screenshot so am able to find a 2014 credit that matches your description: "A Hard Day".

#505
The Rumpus Room / Re: *Guess the Movie Title*
Mon 04/05/2015 21:46:54
Back in 1990, I was a cyncial kid and resisted seeing anything released under the Disney banner. I recall watching this one under duress and only begrudgingly admitting it was pretty good afterwards. I had completely forgotten of its existence until today but as soon as I looked it up on IMDB and saw that it had a Norwegian connection I thought I might be on the right track.

What year was the book written?  Was Alan Moore riffing on it when he included the raft scene from Tales of the Black Freighter comic in Watchmen?
#506
The Rumpus Room / Re: *Guess the Movie Title*
Mon 04/05/2015 19:01:22
Is it Shipwrecked?  Of course, you say you vividly remember it and I can just barely remember it, so maybe not.
#507
The Rumpus Room / Re: *Guess the Movie Title*
Mon 04/05/2015 17:29:59
That's correct.
#508
The Rumpus Room / Re: *Guess the Movie Title*
Mon 04/05/2015 16:54:42
Here's another image from the same movie:
#509
Quote from: geork on Sat 02/05/2015 16:01:32
It makes sense that if your code is moved to repeatedly_execute(), then it won't play whenever a command is executed which "blocks" the script (eBlock). You'd want to keep the audio code in repeatedly_execute_always(), since it always runs regardless.

Yes, I put it in the repeatedly_execute_always()for this reason but only moved it to test if it was the source of the issue with the other sound files.

Quote from: geork
How many channels do you have going? AGS has a limit of 5 channels, with an additional 1 channel set aside for Music, Ambient Sound and Voice respectively. I've never hit the channel cap, but maybe that's what's causing these issues? That's not to say that you can't HAVE more than 5 Channels, but you can't have more than 5 ACTIVE at any one time.
I don't think I'm hitting the 5 channel limit.  I have the footsteps audioclip occupying a channel and then I can't call even one additional audioclip unless it's a music or Ambient Sound type.


#510
I have another audio issue.  I put code in my repeatedly_execute_always function to start and stop a footstep audioclip when the player was walking:
Code: ags

if(player.Moving==true){
    if(Walking==null||Walking.IsPlaying==false){//IsPlaying==false){
      Walking=aFootsteps.Play();
      Walking.SetRoomLocation(Room.Width/2, Room.Height);      
    }     
  }else{
     player.SetWalkSpeed(player.GetProperty("DefaultWalkSpeed"),player.GetProperty("DefaultWalkSpeed"));
     if(Walking!=null)Walking.Stop();    
  }


Where "Walking" is an audiochannel declared in the global variables panel.

Somehow this is interfering with other Sound Effect audioclips from playing when called.  Calls for Music and Ambient-Sound clips still work.

If I move the code from the repeatedly_execute_always function to the regular repeatedly_execute function, the other audioclips work normally but the walking sound clip will not play when the player is moved form a Player.Walk(x,y) call within another script.

Any suggestions?


#511
The Rumpus Room / Re: *Guess the Movie Title*
Fri 01/05/2015 05:36:32
Well you pretty much gave away the store with clues on that one.

Here's mine:
#512
The Rumpus Room / Re: *Guess the Movie Title*
Thu 30/04/2015 17:33:31
I guess it's Wim Wenders' A Lisbon Story".
#513
General Discussion / Re: Star Wars Movies
Wed 22/04/2015 17:48:34
I'd be okay with Christensen since I think he might do better under another director's direction.  Plus it would be kind of interesting to see an older Luke conversing with a younger father.
#514
General Discussion / Re: Star Wars Movies
Wed 22/04/2015 17:28:31
Ok.  Well if it is a new line I'd speculate that Luke is still in communication with ghost Anakin as he was with Obi-wan after his death.
#515
General Discussion / Re: Star Wars Movies
Wed 22/04/2015 17:03:02
I think Luke's voice over is lifted directly from Return of the Jedi when he tells Leia that she is his sister.
#516
I changed the audio clip property of type from "sound" to "ambient sound" and the code seems to be running perfectly now.  I'm glad that it's working, of course, but I'd really like to understand what is going on here.
#517
Okay, I finally got a chance to test the code and it's still behaving erratically.  The ambient sound plays in the first room where it is called and continues for adjacent rooms that have same ambientsoundtype.  When I go to a quiet room it successfully stops the ambient sound but when I return to a room where the sound had successfully played before it does not start again.  I inserted a display function at the line before the call to play the soundfile and that line is getting executed even though the sound is not playing.

Code: ags

function StartAmbientSound(){
  int RoomAmbientSoundType=Room.GetProperty("AmbientSoundType");
  if (RoomAmbientSoundType==LastRoomAmbientSoundType){
    return; // no need to do anything
  }
    LastRoomAmbientSoundType=RoomAmbientSoundType;
    
    //Stop Current Sound
    if((AmbientSound!=null)&&(AmbientSound.IsPlaying)){
      AmbientSound.Stop();    
      
    }
    if(RoomAmbientSoundType==eQuiet){
    }else if(RoomAmbientSoundType==eBirds){
        Display("this code is seen");
        AmbientSound=aBirds.Play(eAudioPriorityHigh);
      } 
}


#518
Shoot.  My initial description was wrong.  It wasn't the music that was stopping on room change.  It was the ambient sound that would stop from the previous room and not restart for the new room.

Ah missed the "&&".  Thanks,  I was getting sloppy trying to test your code before heading to work this morning.
#519
Thank you for your detailed help, CW

Quote from: Crimson Wizard on Mon 20/04/2015 09:08:09
Regarding the problem, do I understand this right, that your ambient sound plays, but music stops?
Please tell, what audio types do those sounds belong, and how many available channels did you set for those types in their properties.
IS AmbientSound a global variable, and how precisely it is declared?

No the music continues to play on room changes.
The audio type of the ambientsounds is "Sound" and they are .WAV files.  I'm not sure how many available channels are set.  I didn't do anything with this.
AmbientSound is a global variable declared in the Global Variables tab as *AudioChannel.

I tried modifiying my code based on your suggestions but now its crashing on a "Null pointer reference" on this line:
Code: ags

 if((AmbientSound!=null)||(AmbientSound.IsPlaying)){


I like your inclusion of the LastAmbientSound check, so the ambient sound continues from room to room if they are the same type. But I wasn't sure how to declare it.  You need to be explicit with me at this stage.  I put it as a Global Variable as an int. 
#520
I think I'm missing some fundamental concept when it comes to using the audiochannels.  I have a function that is supposed to play a ambient sound file based on a room custom property that is called from the "Enters Room Before Fade-In".  It seems to work for the very first room but when I go to another room that also calls the function the music stops and won't restart even when I go back to the room that was working before.

Can anyone help me to understand what I'm missing?

Module Header:
Code: ags

enum AmbientSounds{
  eQuiet=0, 
  eBirds=1, 
  eBeach=2
};

import function StartAmbientSound();



Module Script:
Code: ags

function StartAmbientSound(){
  if((AmbientSound==null)||(AmbientSound.IsPlaying==false)){
    int atmosphere=Room.GetProperty("AmbientSound");      
    if(atmosphere==eQuiet){//Don't play a sound      
    }else if(atmosphere==eBirds){
       AmbientSound=aBirds.Play();
    }
  }else{    
    int atmosphere=Room.GetProperty("AmbientSound");          
    if(atmosphere==eQuiet){       
      AmbientSound.Stop();     
    }else if(atmosphere==eBirds){
       AmbientSound=aBirds.Play();
    }
  }
}


Room Script:
Code: ags


function room_Load()
{
  StartAmbientSound();
}
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