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Post by PlagueDog on Nov 18, 2010 2:38:33 GMT -6
Shell1.wav is the only thing that will play for gui's. Playsound(); works but there is no way to stop the sound.
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Snow
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Starsiege: Retribution
Posts: 234
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Post by Snow on Nov 18, 2010 3:45:30 GMT -6
That sucks. Maybe one of us will figure out a way to stop sounds. I just thought it'd be a right idea for the Vehicle Depot to actually sound like a vehicle depot, eg wrenches and the sound of activity. Bring some spark into it.
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Drake™
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Posts: 175
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Post by Drake™ on Nov 18, 2010 12:38:58 GMT -6
That sucks. Maybe one of us will figure out a way to stop sounds. I just thought it'd be a right idea for the Vehicle Depot to actually sound like a vehicle depot, eg wrenches and the sound of activity. Bring some spark into it. You probably could do that even with the music sound in the background, however just a subtle random looping of that sound effect whenever the vehicle depot is loaded. Although I'd probably restrain that effect to Campaign or the Vehicle Depot from the multiplayer menu. It probably wouldn't have as strong of an effect in a server lobby.
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Snow
Site Member
Starsiege: Retribution
Posts: 234
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Post by Snow on Nov 18, 2010 17:07:25 GMT -6
Exactly, the problem is stopping the sound once you're out of the depot.
And yes I know people wouldn't give a rats ass about it in the multiplayer lobby =p.
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Drake™
Site Member
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Posts: 175
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Post by Drake™ on Nov 18, 2010 19:25:39 GMT -6
Run a scheduled random loop.
function vehicleDepotSounds(%boolean) { if(%boolean) { if(randomInt(1,15) == 12) { playSound(0, "sfx_vehicle_depot_rapage.wav", IDPRF_2D); } schedule("vehicleDepotSounds(" @ %boolean @ ");", 10); } }
if($GUI::VehicleDepot) { // I don't know any of the GUI variables and what not, go with it. vehicleDepotSounds(true); } else { vehicleDepotSounds(false); } // lololololololololololol :troll:
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