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November 18, 2017, 04:37:30 PM

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Stopping Sound Volume

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Online maxman

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Stopping Sound Volume
« on: November 13, 2017, 05:15:56 AM »
I was testing on the text entity on how to skip sound to another sound. However, when I activate pausesamples in the second frame between the first and the third, it's okay. In the end, when I quit the level, the sound from the first frame unpauses. I tried replacing pausesamples with soundvol or effectvol, but it crashes.

Code: [Select]
name Text-Test
type text

anim idle
offset 1 1
delay 100
sound data/sounds/bike.wav
frame data/chars/misc/empty.gif
delay 1
# @cmd pausesamples 1
@cmd changeopenborvariant "effectvol" 0
frame data/chars/misc/empty.gif
delay 30
sound data/sounds/get.wav
frame data/chars/misc/empty.gif
« Last Edit: November 13, 2017, 06:50:41 AM by maxman »
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Offline BeasTie

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Re: Stopping Sound Volume
« Reply #1 on: November 15, 2017, 04:27:13 PM »
what effect are you trying to achieve thou?

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Online maxman

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Re: Stopping Sound Volume
« Reply #2 on: November 16, 2017, 05:55:37 PM »
Stopping the sound from playing while skipping to the next dialogue.

Watch at 0:23. In this video, somebody didn't skip the dialogue to the next. If you played it, you'll know what I mean.


Watch at 2:41.
Projects in Progress:
Dragon Duo (on hold)
Captain Commando (CPS2/MVC style) (on hold)
Unelmia (on hold)
Secret project (on hold)
Double Dragon Remake (in progress)
Castlevania Rebirth (on hold)

Misc.:
Openbor Tutorials (to be resumed later on)

 

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