Difference between revisions of "How to keep your gTheSoundFX from interupting gTheMusic"

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m (1 revision)
 
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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.