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Thread: Binding a sound-emitting object to the player?

  1. #1
    New Member
    Registered: Feb 2019
    Location: UK

    Binding a sound-emitting object to the player?

    Hi all,

    I want to fix a looped sound-emitting object to the player so that the sound follows them wherever they go, it's essentially for ambient music.

    I tried linking with StartingPoint -> PhysAttach -> an ambientSound, with no luck. Sound played, but was static to original location.

    I also tried StartingPoint -> Contains -> an ambientSound, with various link datas. Player spawned with a red cube, when dropped the sound would sometimes start to play.

    For further context, this is for a dynamic music system I am planning with lgscript, I hope to transition musical loops by setting the volume of looped sound-emitters that are fixed to the player.

    Thanks!

  2. #2
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    Can you not just tick the environmental flag? Then it will play at max volume regardless of where the player is. That might not be a good solution depending on what you have set up for the dynamic music.

    I remember an old mission called The Box which had dynamic music - maybe have a look how it was done there.

  3. #3
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    lgscript? Seriously? That's been pretty much completely obsoleted by NewDark's Squirrel support.

  4. #4
    Member
    Registered: May 2017
    Location: USA
    If you use a VOtrap itll be like Garrett keeps saying the sound to himself. Would that work? That’s how I did the eternal laughter in HHHH.

  5. #5
    New Member
    Registered: Feb 2019
    Location: UK
    I'd never heard of Squirrel scripting in NewDark before, is that the tnhscript script described here? https://dromed.whoopdedo.org/tnhscript/index
    I wasn't sure which of the modules listed there is the best, I just thought Lua looked straightforward. Are there performance differences?

    @nicked - I'll check out that FM, environmental sounds are not ideal just because the transition is very sudden, I want to see if it's possible to increment/decrement the volume of loops for a smoother and more controlled transition
    @trefoilknot -
    spoiler:
    it depends if the laughter was a loop or an overlapping sample

    in this case the sounds need to be able loop seamlessly.

  6. #6
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Quote Originally Posted by DIAMONDVEHICLE View Post
    I'd never heard of Squirrel scripting in NewDark before
    (backs slowly away from thread...)

  7. #7
    Member
    Registered: Jan 2006
    Location: On the tip of your tongue.
    There's a thread here with info about squirrel: https://www.ttlg.com/forums/showthre...light=squirrel

  8. #8
    New Member
    Registered: Feb 2019
    Location: UK
    Quote Originally Posted by ZylonBane View Post
    (backs slowly away from thread...)
    Sounds like my novicehood is showing

    Any links to the Squirrel scripting are appreciated. I guess that means no need for a 3rd party module - that's great if so!

    EDIT: nicked, I see the link - thank you!

  9. #9
    Member
    Registered: May 2002
    Location: Texas
    If you look at the First City Bank OM you can see where non-environmental ambients were used for transitioning to environmental ambients. Every entrance except for one was set up this way.

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