Posted By
Message
Smirnoff
Registered 14/05/2009
Points 356
23rd June, 2009 at 23:21:44 -
I know nothing of implementing sound effects to only appear in a certain part of a level. Also having the sounds increase and decrease in volume as they get closer or farther away from the player's position. How would one accomplish this?
Rob Rule Rusten CratingRegistered 22/12/2007
Points 532
23rd June, 2009 at 23:34:53 -
There's a good article on this very subject. Got a clickteam forums account?
http://www.clickteam.com/epicenter/ubbthreads.php?ubb=showflat&Number=92782#Post92782
It'll all blow over.
OMC What a goofballRegistered 21/05/2007
Points 3516
23rd June, 2009 at 23:37:01 -
Well to limit a sound to only one part of a level is rather intuitive... check if the character is in a certain zone or if certain conditions are met.
I haven't done this, but assuming the volume level is 0-100 you could do this...
Player is within set amount (~A~) of pixels of sound emitter:
Set sample volume to 100 - ((Abs({X Position of player} - {X position of thing making sounds})) / ~A~)*100
Where ~A~ is the farthest you want them to be able to hear the sound from.
I'm not sure if that will work, I may have messed something up along the way. If I did Muz will come along and correct it.
Also, you may want to use the distance formula instead of only the X distance.
The square root of all of this: [(X(player) - X(object))^2] + [Y(Player) - Y(object)^2]
Confusing, I know.
EDIT: Well poocicles, looks like I was beat to it. Edited by OMC
Ricky loves Left For Dead 2Registered 28/12/2006
Points 4075
24th June, 2009 at 00:24:38 -
I have a game i'm working on that does that, I'll send it you the source if you like
*here's, the source if you want to see a working example, It's under the speaker section in the events)
http://rickygames.googlepages.com/source.zip Edited by Ricky
-
Smirnoff
Registered 14/05/2009
Points 356
24th June, 2009 at 19:12:43 -
Thank you for your help. It will be noted.