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ID:136858
Apr 27 2002, 8:18 am
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When will BYOND support playing more than 1 *.wav file at a time and maybe (gasp) mp3's?
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Apr 27 2002, 8:21 am
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Well think about this. Mp3 file averages I'd say about 3mb. If you think about downloading the game file would be huge because of the size of the Mp3.
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In response to DarkTitan
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Well being able to play more than 1 *.wav file at once would be really good for making games, such as I have a night and day cycle that is not only visual but also hearable with background music I can not make it where when a player walks it plays a walk sound because of only 1 *.wav file at a time.
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In response to Freeker
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BYOND supports sound mixing.
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In response to Sariat
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BYOND can not play more than 1 *.wav file at one time though. If by mixing you mean *.midi + *.wav yes but the midi being a limited format and only playing 1 midi + 1 wav at a time is very very limiting.
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In response to Freeker
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Yes it can. In my game I have multiple gunshot sounds effects. it does so.
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In response to Sariat
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not possible, you are not getting what I am saying, Try playing 2 *.wav song files at once, only one will be able to play, also look under sound help it says so itself.
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In response to Freeker
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I HAVE multiple .wavs playing at once in my game. I know, there are massive gun fights and I hear every gunshot/explosion.
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In response to Sariat
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yes you do have multiple *.wav files in your game.
But you cannot play more than one at a time. |
In response to Freeker
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Yes you can. I hear them going off all the time.
WAVMIX32.DLL Is the program that does it. Its in your bin. |
In response to Sariat
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how? I try to play a music *.wav file and make it when a player steps he here's a step.wav file and the step.wav file cuts off the music.wav file.
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In response to Freeker
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Becuase you change it to the usr
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In response to Sariat
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This is what I have.
plaincycle() p = 1 - p if(p) contents << 'bit_01.wav' well alot more than that but I will not post it all, I have this for my char, lient North() if(usr.m==1) usr << "NOT WHILE YOUR ASLEEP!" else if(usr.Stamina<=1) usr << "Your to tired to walk!!!" else usr.Stamina-=usr.weight2 usr.jog+=1 if(usr.jog>=usr.Maxjog) usr.jog = 0 usr.MAXHP+=10 usr.MaxStamina+=25 usr << "<font color=blue> You gained 10 Max HP and 25 Max Stamina!" usr.Maxjog+=50 if(usr.SP<=50) sleep(3) usr << 'step.wav' step(usr,usr.dir) else if(usr.SP<=100) usr << 'step.wav' sleep(2) step(usr,usr.dir) else usr << 'step.wav' step(usr,usr.dir) |
In response to Freeker
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Also I posted this in the code problems 1 day ago.
I have a 8 directional icon I have configured my East and West client inputs to rotate my icon I also configured my North client input to walk in the direction that my icon faces, But I have this for my North step(usr,usr.dir) dir = usr.dir + 2 it is the changing the Camera view that I have problems with, It is because it remaps the key's everytime the camera view changes is there any way to turn this off? please help me. |
In response to Freeker
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Here is what is in BYOND help.
sound proc See also: << output operator Format: sound(File,Repeat=0) Args: File: A sound file to play. Repeat: 1 to play sound repeatedly. Output a sound file when used with the << operator. The sound file must be a midi (.midi or .mid) or wav file. Currently, one midi and one wav may play at a time, so outputting another sound before the previous one of the same type is done will chop the previous one short. The following example plays some sound files. Note that sound() is not even necessary when you don't need to set any additional parameters. Example: usr << 'giggle.wav' // play a giggle once usr << sound('gigue.midi',1) // repeat gigue |
In response to Freeker
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It hasnt been updated :P And they havnt put in the wait stuff yet :P
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In response to Sariat
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So can you answer my other 2 questions?
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In response to Freeker
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In response to Spuzzum
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Hmmm. I wonder why its not working.
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In response to Freeker
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Freeker wrote:
Hmmm. I wonder why its not working. As it hints at, it's possible your WAV files are compressed. I'm not exactly sure what that means, but I do know that the sound files that I use work fine. ;-P |
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