aL BeasTie
Well-known member
SCRIPT: Random Sound Script.
COMMANDS:
'randSound' - choice of 3 sounds
'randSound2' - choice of 6 sounds
USAGE: randSound / randSound2 is case sensitive!
example in character anim -
SETUP
- Copy randsound.c to the scripts folder - DATA/SCRIPTS
- in entity/char header add
- IF you already have an animationscript in use then add this to the header of the current script.
randSound - Version 1 - plays directly from DATA/SOUNDS
copy and paste to randsound.c
randSound - Version 2 - Plays from DATA directory,
so you must provide directory in the command,
examples
randSound - Version 2
copy and paste to randsound.c
COMMANDS:
'randSound' - choice of 3 sounds
'randSound2' - choice of 6 sounds
USAGE: randSound / randSound2 is case sensitive!
Code:
@cmd randSound "1.wav" "2.wav" "3.wav"
Code:
@cmd randSound2 "1.wav" "2.wav" "3.wav" "4.wav" "5.wav" "6.wav"
example in character anim -
Code:
anim attack1
loop 0
delay
offset 20 100
frame data/chars/guy/idle.png
@cmd randSound "1.wav" "2.wav" "3.wav"
frame data/chars/guy/idle.png
SETUP
- Copy randsound.c to the scripts folder - DATA/SCRIPTS
- in entity/char header add
Code:
animationscript data/scripts/randsound.c
- IF you already have an animationscript in use then add this to the header of the current script.
Code:
#import "data/scripts/randsound.c"
randSound - Version 1 - plays directly from DATA/SOUNDS
copy and paste to randsound.c
Code:
void randSound(char s1,char s2,char s3)
{
int r = rand()%300;
char sound;
if (r<=-100)
{
sound=s1;
}else if(r<=100){
sound=s2;
}else{
sound=s3;
}
playSound("data/sounds/"+sound);
}
void randSound2(char s1,char s2,char s3,char s4,char s5,char s6)
{
int r = rand()%300+300;
char sound = "";
if (r<100){
sound=s1;
}else if(r<200){
sound=s2;
}else if(r<300){
sound=s3;
}else if(r<400){
sound=s4;
}else if(r<500){
sound=s5;
}else if(r<600){
sound=s6;
}
playSound("data/sounds/"+sound);
}
void playSound(void file)
{
if(!file||file==""){return;}else{}
int sfx=loadsample(file);
playsample(sfx, 0, openborvariant("effectvol"), openborvariant("effectvol"), 100, 0);
}
randSound - Version 2 - Plays from DATA directory,
so you must provide directory in the command,
examples
Code:
@cmd randSound "sounds/1.wav" "sounds/2.wav" "sounds/3.wav"
Code:
@cmd randSound "chars/ryu/snd/1.wav" "chars/ryu/snd/2.wav" "chars/ryu/snd/3.wav"
randSound - Version 2
copy and paste to randsound.c
Code:
void randSound(char s1,char s2,char s3)
{
int r = rand()%300;
char sound;
if (r<=-100)
{
sound=s1;
}else if(r<=100){
sound=s2;
}else{
sound=s3;
}
playSound("data/"+sound);
}
void randSound2(char s1,char s2,char s3,char s4,char s5,char s6)
{
int r = rand()%300+300;
char sound = "";
if (r<100){
sound=s1;
}else if(r<200){
sound=s2;
}else if(r<300){
sound=s3;
}else if(r<400){
sound=s4;
}else if(r<500){
sound=s5;
}else if(r<600){
sound=s6;
}
playSound("data/"+sound);
}
void playSound(void file)
{
if(!file||file==""){return;}else{}
int sfx=loadsample(file);
playsample(sfx, 0, openborvariant("effectvol"), openborvariant("effectvol"), 100, 0);
}