#1
Syncing Sounds
Archive: 17 posts
How can I sync sounds with actions? Such as when a enemy fires a gun, it makes a gun sound? Pictures will help.![]() | 2009-10-18 06:34:00 Author: srgt_poptart ![]() Posts: 425 |
you just need to attach a switch the the sound. When does the enemy fire? how often? basically just use the same switches you use to make the enemy fire and attach it to the speaker, make sure its oneshot | 2009-10-18 15:22:00 Author: Dhawken ![]() Posts: 96 |
I don't think I really understand what you're saying... | 2009-10-18 15:56:00 Author: srgt_poptart ![]() Posts: 425 |
How can I sync sounds with actions? Such as when a enemy fires a gun, it makes a gun sound? Pictures will help.![]() Hope this helps! http://i92.photobucket.com/albums/l37/Corporeal/199d1e2d.png | 2009-10-18 15:57:00 Author: Ayneh ![]() Posts: 2454 |
how is the gun fire activated? | 2009-10-18 16:05:00 Author: Dhawken ![]() Posts: 96 |
how is the gun fire activated? The gun fire would be activated by the player switch. The gun fire itself would likely be an emitter set to rapidly fire a paintball or explosive. | 2009-10-18 16:13:00 Author: Ayneh ![]() Posts: 2454 |
Thanks that helps a lot, but would it be possible to have it repeat? Like it shoots, waits a second, and does it again? | 2009-10-18 17:51:00 Author: srgt_poptart ![]() Posts: 425 |
Sure, it'll repeat as long as the player is in the range of the proximity switch. | 2009-10-18 19:00:00 Author: Ayneh ![]() Posts: 2454 |
Ok thanks. That helps a lot. I'll try this out, and if it gets published, I'll give you thanks. | 2009-10-18 19:02:00 Author: srgt_poptart ![]() Posts: 425 |
You don't have to credit me or whatever, just have fun while messing around with it and let us know how it goes! | 2009-10-18 19:15:00 Author: Ayneh ![]() Posts: 2454 |
Hope this helps! http://i92.photobucket.com/albums/l37/Corporeal/199d1e2d.png I'd rewire that so that the magnetic key is set to one-shot and is wired into both the sound and the emitter for the projectile. The sync is explicit then. | 2009-10-18 19:18:00 Author: rtm223 ![]() Posts: 6497 |
That'd work too, the only problem you might run into is sometimes not having something emitted. Even if you have the emitter set to chuck something out every .1 seconds the magnetic switch might activate for just over or under that amount of time depending how it's set up, leaving a gap. This problem isn't noticeable unless the system is being started and stopped a lot though, I've had the same issue myself when making stuff like this. | 2009-10-18 19:31:00 Author: Ayneh ![]() Posts: 2454 |
That's why I said to set it to one shot. You shouldn't get a problem with desynch in that case. With your example I don't actually see that you can prevent a sound from happening without having something emitted. There is nothing explicitly tying the two events together. | 2009-10-18 19:41:00 Author: rtm223 ![]() Posts: 6497 |
Ahh, I don't really understand what the one-shot setting does for switches so I'll take your word for it. | 2009-10-18 22:28:00 Author: Ayneh ![]() Posts: 2454 |
I think the one shot setting means it goes once, then stops. Like an emmiter will emit one object, and not emit another until the switch is triggered again. Or with a piston with a flipper motion will shoot once, and thats it until the switch is triggered again. | 2009-10-18 22:52:00 Author: srgt_poptart ![]() Posts: 425 |
That's about it. So the sound and the emitter would be triggered by the same 1-shot switch and so would be naturally in synch. The only way it could go wrong is if the emitter is blocked. | 2009-10-19 00:10:00 Author: rtm223 ![]() Posts: 6497 |
Thanks I get what to do now. | 2009-10-19 00:23:00 Author: srgt_poptart ![]() Posts: 425 |
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