Posted By
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Message
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RenatoDep The Ion Adventurer
Registered 22/03/2003
Points 804
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9th August, 2006 at 01:16:39 -
How would you do so the sound effect only plays if the active who causes it is visible on screen? Or maybe to make it louder as you approach the objects... Thank you in advance
http://www.galaxiachronicles.com
http://www.eivix.com
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axel Crazy?
Registered 05/02/2005
Points 4766
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9th August, 2006 at 03:27:11 -
You could just use angle calculator to test the distance between the player and the source of the sound, and then use DMC2 object to play the sample and set the volume depending on the distance, yes?
n/a
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Werbad
Registered 18/09/2002
Points 235
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9th August, 2006 at 08:28:39 -
No need for the angle calculator... sqr( (x1-x2) pow 2 + (y1-y2) pow 2 ) gives the distance, but only in MMF... This is basics in math btw (using the Pythagorean theorem)
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Ski TDC is my stress ball
Registered 13/03/2005
Points 10130
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9th August, 2006 at 08:47:31 -
I always wondered about how thats done, and damn the solution looks hard
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Del Duio Born in a Bowling Alley
Registered 29/07/2005
Points 1078
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9th August, 2006 at 18:18:32 -
"..This is basics in math btw (using the Pythagorean theorem) "
Translation: You should already KNOW this, imbacile!
I didn't know it, lol. Thank you for the tip
--
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"To be a true ninja you must first pick the most stealthy of our assorted combat suits. Might I suggest the bright neon orange?"
DXF Games, coming next: Hasslevania 2- This Space for Rent!
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Silveraura God's God
Registered 08/08/2002
Points 6747
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9th August, 2006 at 19:30:12 -
And with MMF2 you can change the volume of samples and channels based on the distance, rather then using DMC2.
http://www.facebook.com/truediamondgame
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