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Re: code [message #492892 is a reply to message #492891] |
Wed, 18 July 2018 11:53   |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
Karma: 0
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Commander |
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Yes.
You can either use:
Create_Sound_Player(GameObject *obj,const char *soundname,const Vector3 & position,GameObject *obj2)
or
Create_2D_WAV_Sound_Player(GameObject *obj,const char *soundname)
You can also use the console command sndp.
If your sound is dialog though I recommend using:
Create_2D_Wave_Sound_Dialog_Player(GameObject *obj,const char *soundname)
That makes it play over the dialog channel/volume rather than sound effects.
[Updated on: Wed, 18 July 2018 11:59] Report message to a moderator
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Re: code [message #492906 is a reply to message #492891] |
Sat, 11 August 2018 17:39   |
dblaney1
Messages: 358 Registered: March 2014 Location: United States
Karma: 0
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Commander |
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None of the sound code actually runs on the fds. Your best bet is to use sound emitters. You can create them using w3dview. Then you spawn an invisible object and set the model to that sound emitter. When you want the sound to stop you destroy that invisible object.
[Updated on: Sat, 11 August 2018 17:52] Report message to a moderator
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