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#1

how do you stop music from playing

Archive: 11 posts


i have a chase in one of my levels and i want music to play there but i want it to end after the chase. i notice in levels that music plays long after you leave the detection range. is there any way to stop it from playing after a while?2009-08-27 04:49:00

Author:
Xegethra
Posts: 207


hmm i dont know if this will help but what about putting another music object after the chase but putting the volume of it as low as possible so it makes a music object with little or no music, hope that works and helps2009-08-27 05:07:00

Author:
ghostrider135
Posts: 259


Yep, ghostrider135 is correct, that will stop music from playing. It can be the same music object or a different one.2009-08-27 05:27:00

Author:
S-A-S--G-U-N-R
Posts: 1606


Music objects can be wired with switches, too. So add a perma switch to your music object, set to inverted. When you want it to stop, trigger the switch. Or you can get more complex than this if you're into logic and have the need/desire.2009-08-27 16:45:00

Author:
v0rtex
Posts: 1878


Music objects can be wired with switches, too. So add a perma switch to your music object, set to inverted. When you want it to stop, trigger the switch. Or you can get more complex than this if you're into logic and have the need/desire.

Does anyone know what happens if the music player is on a piece of dissolve and the dissolve disappears? If it stops playing, then that would be the simplest solution.

The method I use is to make a new music player, but with the volume all the way down.
2009-08-27 17:23:00

Author:
comphermc
Posts: 5338


Music objects can be wired with switches, too. So add a perma switch to your music object, set to inverted. When you want it to stop, trigger the switch. Or you can get more complex than this if you're into logic and have the need/desire.
Nope, doesn't work.



Does anyone know what happens if the music player is on a piece of dissolve and the dissolve disappears? It carries on playing.


The music boxes, and the GLTs act strangely in the sense that they are switches that control global settings. This is why triggering one will override any that have previously been triggered.

Putting an on/off switch into one of them will activate it, but it won't deactivate it, and deleting the object will not revert the settings back to default. The only way to cancel the effect of a music box or GLT is to trigger a new one as far as I know.

So yes, 0 volume on a different music box is the way forwards.
2009-08-27 17:36:00

Author:
rtm223
Posts: 6497


Nope, doesn't work.

The music boxes, and the GLTs act strangely in the sense that they are switches that control global settings. This is why triggering one will override any that have previously been triggered.

Putting an on/off switch into one of them will activate it, but it won't deactivate it, and deleting the object will not revert the settings back to default. The only way to cancel the effect of a music box or GLT is to trigger a new one as far as I know.

So yes, 0 volume on a different music box is the way forwards.

I did not realize this. Thanks!
2009-08-27 17:39:00

Author:
v0rtex
Posts: 1878


ahhh ok. thanks for the help. i wanted the music to stop just after they go over the ramp and some new music to start over the wall but the car doesnt make it over. so they have to run over it

thanks again
2009-08-28 15:45:00

Author:
Xegethra
Posts: 207


A ramp, you say? Is it as good as the original? [/sarcasm] 2009-08-28 15:52:00

Author:
comphermc
Posts: 5338


How about crushing the block the music's on?

Other wise, switch's, new music, etc.

I recon the perma switch idea.
2009-08-28 15:59:00

Author:
Adam9001
Posts: 744


Adam do you ever actually read through threads? 2009-08-28 16:20:00

Author:
rtm223
Posts: 6497


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