Ineffable Wingbolt Dahak Posted September 10, 2009 Share Posted September 10, 2009 Is there a way to change the ambient sound from within the game? Quote Link to comment Share on other sites More sharing options...
Magnificent Ornk Ephesos Posted September 10, 2009 Share Posted September 10, 2009 As far as I am aware, you can only toggle it on or off. Quote Link to comment Share on other sites More sharing options...
Ineffable Wingbolt Dahak Posted September 10, 2009 Author Share Posted September 10, 2009 Ah well. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Niemand Posted September 10, 2009 Share Posted September 10, 2009 You can play a sound in the background, but you won't be able to get any notification of when it finishes to be able to loop it nicely. Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Nioca Posted September 10, 2009 Share Posted September 10, 2009 set_incidental_sound(x); (Where x is the number of the sound you want to play.) Quote Link to comment Share on other sites More sharing options...
Magnificent Ornk Ephesos Posted September 10, 2009 Share Posted September 10, 2009 ...according to the documentation, that only accepts values of 1 and 0, which turn it on and off. Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Nioca Posted September 10, 2009 Share Posted September 10, 2009 Crap. I know it's been done before... I'll have to get back to this one. Quote Link to comment Share on other sites More sharing options...
Magnificent Ornk nikki. Posted September 10, 2009 Share Posted September 10, 2009 Arancaytar did it in Express Delivery: Code: if (condition) == 1) { set_incidental_sound(1); // turn off normal sounds play_sound(-150); // play another ambient sound } You could remove the condition, or set in a timer so that the sound will play again after a certain amount of ticks, or even turn incidental sounds back on. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Niemand Posted September 10, 2009 Share Posted September 10, 2009 The trouble with this is what I mentioned above as far as I can tell. Your replacement sound will play once, then stop, and you'll get no indication of when that happens. Replaying the sound after a number of ticks is what I did in Stairway, but it doesn't really work very well since if the player decides to move around rapidly you'll cut off the sound to start it again, or if the player moves slowly there may be a lengthy period when the sound doesn't play at all. It functions, but not elegantly. Quote Link to comment Share on other sites More sharing options...
Ineffable Wingbolt Dahak Posted September 11, 2009 Author Share Posted September 11, 2009 And there is no is_sound_playing or current_sound calls... Bleh. Quote Link to comment Share on other sites More sharing options...
Magnificent Ornk Aran Posted September 21, 2009 Share Posted September 21, 2009 I did it like Niemand and Nikki said - restart it after a tick-timer that relied on an imprecise, empirical estimate of how quickly the party would explore. If I had to do it again with more time, I'd probably just split the town instead. In my use case, it was done by walking through a door, which would have made a staircase feasible. If you have a special event that changes it, duplicate towns are less nice - the mini-map will reset. I suppose the player might forgive the discontinuity if the intervening event (cutscene, big combat) is significant enough. Quote Link to comment Share on other sites More sharing options...
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