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function on_event(EventType event, int data){
if(event == eEventLeaveRoom){
//do stuff
}
}
AudioChannel *acSound;
int gloabalSoundVol;
static void SFXPlayer::play(AudioClip * soundClip){
acSound = soundClip.Play(eAudioPriorityNormal, eOnce);
acSound.Volume = gloabalSoundVol;
}
static void SFXPlayer::stop(AudioClip * soundClip){
soundClip.Stop();
}
static void SFXPlayer::setGlobalVolume(int soundVolume){
gloabalSoundVol = soundVolume;
if(acSound != null){
acSound.Volume = gloabalSoundVol;
}
}
static void SFXPlayer::setVolume(int soundVolume){
if(acSound != null){
acSound.Volume = FloatToInt(IntToFloat(soundVolume) * IntToFloat(gloabalSoundVol)/100.0);
}
}
static int SFXPlayer::getGlobalVolume(){
return gloabalSoundVol;
}
function game_start()
{
gloabalSoundVol=100;
}
//AudioClip * currentMusic;
//this variable holds the current playing music
int i = 0;
AudioChannel *ac;
while (i < System.AudioChannelCount)
{
ac = System.AudioChannels[i];
if (ac.PlayingClip != currentMusic)
{
System.AudioChannels[i].Volume = globalSoundVolume;
} else {
System.AudioChannels[i].Volume = globalMusicVolume;
}
i++;
}
QuoteAGS currently has an 8-channel audio system, which means that up to 8 sounds can be playing at the same time. With the default Audio Types settings, one channel is reserved for speech, one for music and one for ambient sounds; thus leaving 5 available for sound effects.
Game.SetAudioTypeVolume(eAudioTypeAmbientSound, 100, eVolExistingAndFuture);
Game.SetAudioTypeVolume(eAudioTypeMusic, 100, eVolExistingAndFuture);
Game.SetAudioTypeVolume(eAudioTypeSound, 100, eVolExistingAndFuture);
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