Spoiler
Ã,,±f they click to load game they can see some badly animated scrolling version of it.
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Show posts MenuQuote from: horusr on Sun 30/07/2017 22:13:28
Completed my unfinished non-game game!
Link to forum thread!
Here is the title screen.
Quote from: Tycho Magnetic Anomaly on Sun 30/07/2017 18:31:41
Might I be bold and suggest doing the mags every 2 months rather then every month?
Quote from: Stupot+ on Mon 31/07/2017 00:16:33
MAGS is every month, dude. Look out for August's topic, tomorrow :-)
AudioChannel* channel;
function repeadetly_execute()
{
for (int i; i < System.AudioChannelCount; i++)
{
channel = System.AudioChannels[i];
if (channel.PlayingClip != null && channel.PlayingClip.Type == eAudioTypeMusic)
Label.Text = String.Format("%d", channel.Volume);
}
}
QuoteSeeking and changing volume
So, how do you change a sound once it is playing? Well, there are no methods on the Audio Clip to do this, because you might be playing two copies of the same sound at once, and then AGS wouldn't know which one you wanted to access. That's where Audio Channels come to the rescue.
When you use the Play() command, AGS returns to you an AudioChannel* instance representing the channel on which the sound is playing. You can store this to a global variable and access it later on. For example:
AudioChannel* chan = aExplosion.Play();
chan.Volume = 20;
This will start the aExplosion audio clip playing, and then change its volume to 20%.
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