Difference between revisions of "How to keep your gTheSoundFX from interupting gTheMusic"
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<div class="CodeBlockHeader">Code:</div> | <div class="CodeBlockHeader">Code:</div> | ||
− | <syntaxhighlight lang="sci">(if(== (send gTheMusic:state()) 0) (send gTheSoundFX:number(15)loop(1)play()))</syntaxhighlight> | + | <syntaxhighlight lang="sci" class="cs">(if(== (send gTheMusic:state()) 0) (send gTheSoundFX:number(15)loop(1)play()))</syntaxhighlight> |
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. |
Latest revision as of 16:00, 5 August 2013
By Cloudee1
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.