Quote:
Originally Posted by Crow
Use a gani playing the .wav you want to play. Works. Only problem is -> has to contain a little part of an image, or the gani wont work and it wont play the sound.
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Actually you can make a totally blank gani, put the sound in there and set it as PARAM1 and use showani to play the sound to everyone on a level... But that's neither here nor there.
I posted this in the bug report area so that this will get fixed, not so that I can find ways to work around things that should be doing what I need done.
I'm sure there are several methods of playing a looped wav, but they all have their faults. (playing them in a gani only works until the player walks out of the level and then the gani disappears, along with the sound) (running a timeout with "play" can also loop a wav but it runs the risk of being choppy or skipping and also the needs the exact length of each wav that you plan to use) etc
I just want playlooped and playlooped2 to work like they should. From what I can make out, they are SUPPOSED to change their volume automatically when the player gets closer or farther from the x/y (if you're calling the command repeatedly in a for loop) Which means each time the command is called it should be updating the volume accordingly. But instead, it's ignoring it after the first time.
As far as I know... the only difference between playlooped and playlooped2 is that playlooped2 allows you to specify an x/y (instead of it being forced to be the npc's x/y) and also let's you set the volume... although I really don't understand that parameter at all... Seeing as how if you set the volume and this thing is supposed to adjust it's volume based on it's position... what difference would it make if you set the volume to .5 when the player is right next to it? Wouldn't it be .9 or 1 or something anyway? The only other thing I can assume is that the volume param in playlooped2 is actually to set the maximum volume that the sound can reach.
Either that, or it does indeed set the volume to whatever you desire and doesn't change due to it's position... which is bad and good. Good because that option is needed, and bad because it's taking away the other option of having the volume adjust based on position.
I wish Stefan would read this thread and reply.
