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Musical Cues?

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Created 12 years ago
by zsftw115
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So as I am finishing up the soundtrack for Night Club, I'm still wondering how I will be able to add in the actual locations for when the music is cued. I.e. when you walk into a certain area, the musical track is played. Also, providing the sound alias would be well appreciated and whoever helps will have a special shout out in the map as well be added to the credits list. Thanks for helping, and have a good one :)
Last Edit: October 10, 2014, 01:28:06 pm by zsftw115
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So as I am finishing up the soundtrack for Night Club, I'm still wondering how I will be able to add in the actual locations for when the music is cued. I.e. when you walk into a certain area, the musical track is played. Also, providing the sound alias would be well appreciated and whoever helps will have a special shout out in the map as well be added to the credits list. Thanks for helping, and have a good one :)

You can use a trigger radius to trigger the sounds. Is that what you mean?

It will be up to you if you want to interlock the sounds to not play at the same time, in the script, or to stop a song and play another. You would set up a script to wait for it to be triggered, then play the sounds, from and entity or at a position or something like that, and wait the length of the sound. Setting a level.playingsong variable, or what ever you want it to be called, to true, during the wait, and adding an if statement that checks if the variable is true, don't play this song kind of condition, will prevent multiple songs from playing at the same time. If you want to stop a sound that can be done differently. Maybe by spawning an ent, playing the song, then stopsound and deleting it if another song plays... or use something else from here? http://wiki.modsrepository.com/index.php?title=Call_of_Duty_4:_Scripting_Reference_-_Sound

 
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