How to Keep Your gTheSoundFX from Interupting gTheMusic: Difference between revisions
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<div align="center"><span style="font-size: 22pt"></span>How to Keep Your gTheSoundFX from iInterupting gTheMusic><br />''By [[Shane Cloud]]''</div> | |||
<div align="center"><span style="font-size: 22pt">How to Keep Your gTheSoundFX from iInterupting gTheMusic | |||
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With this the soundfFX will no longer play until after the music has finished. | With this the soundfFX will no longer play until after the music has finished. | ||
==<br /> References == | |||
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==<br /> Related Links == | |||
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[[Category:Audio]] | [[Category:Audio]] | ||
[[Category:SCI Audio]] | [[Category:SCI Audio]] |
Latest revision as of 16:13, 29 April 2025
How to Keep Your gTheSoundFX from iInterupting gTheMusic>
By Shane Cloud
By Shane Cloud
Introduction
In the first room of my game has music playing as well as a repetitive SoundFX (water dripping) and every time it played it interfered with the music. First I tried playing around with a priority property, but nothing ever really came of that. Then I figured I would just make a timer and count down to when the music should be over but I didn't want to add any more than necessary to my main script. It turns out that both instances have a state property built in. Then it just became a matter of checking for 0.
Code:
(if(== (send gTheMusic:state()) 0) (send gTheSoundFX:number(15)loop(1)play()))
With this the soundfFX will no longer play until after the music has finished.
References
Related Links