Yep, I'm wanting two levels/frames to share the same music. As in I don't want the music to stop at the end of frame 1 and then start again on frame 2 - I want it to just keep on going. I THINK this can be done... right?
I thought it was something like that as I was sure I had seen it before somewhere. I've tried searchign for it under the properties but had no luck. I'm using MMF2 btw.
Edit: Oh, I found it, but it comes under the games properties. Does this mean that I will have to stop music from playing at the start of each level that I don't want it on?
Edited by the Author.
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DaVince This fool just HAD to have a custom rating
Registered 04/09/2004
Points 7998
22nd August, 2007 at 17:39:23 -
Instead of "on start of frame", use "<specific?> music not playing" to regulate playing music. It'll give the advantage of using cross-frame music techniques, but also restarts the music when you turned it off and back on with ctrl+M.
Originally Posted by DaVince [Ectoprods] Instead of "on start of frame", use "<specific?> music not playing" to regulate playing music. It'll give the advantage of using cross-frame music techniques, but also restarts the music when you turned it off and back on with ctrl+M.
Without music playing over the frame, MMF ticks music off at the end of the frame. If you turn this on, the music will play over to the next frame. If you want to avoid this, just make an event on the frame "End of Frame- Stop Music"
What DaVince was saying though, was a little different. Because of the music playing over the frame, if you start playing a new song at the start of the next level, if you have Play Multiple Samples on, then both the song from the previous frame, and the song you just started, will start playing.
Songs from previous frames can still be effected by events. You can stop music from previous frames, you can check to see if it's already playing, etc.
What I'm doing is I have one global variable called CURRENTMUSIC. The project allows music across frames too.
At the start of the game, I set CURRENTMUSIC to 0. Then, each frame has an event like this:
Start of Frame
+ CURRENTMUSIC <> 1 Then
-> CURRENTMUSIC = 1
-> Play "Castle Entrance Music" 0 times
So what you can do is have, say, 6 frames that are supposed to be one area that have the "1" music. When you're in one of these rooms and go into another room in the area with the same music, nothing will happen and the music will keep on going. But when you enter a new area that has, say, "2" music, then the music will change until you enter another area.
It works really well.
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