I'm scripting an easter egg song system for my map. It's all working except for the sound the triggers makes before being activated (the buzzing sound), and the sound that plays when you press F.
Sound may be quiet in game. Try turning up the gain in audacity. If that isnt it, it isnt defined properly in the csv. Glad to see you working on the EE +1
Thank you very much
I think the audio file is fine because it works if I play it on all the players. But it doesn't if I play it on the trigger.
self playsound ("ee_song_activate"); // <<<<<----------- here self trigger_off(); // You should probably just delete the trigger here. Why just turn off?
level.trig_mus_count++;
if(level.trig_mus_count == 3) { thread play_ee_song(); player waittill("song_done");
self delete(); break; } wait 0.1; } }
I think if you delete the ent or move it the sound continues with it, or deletes it. I would try removing all offs or deletes and adding a hard way after the sound playing.
Last Edit: July 25, 2016, 08:52:37 pm by MakeCents
I removed the self trigger_off(); for testing purpose, and tried both "playsoundatposition" and "playsound". Sadly none on them works.
Did you also remove the delete?
I've relooked at your script and now I'm a little confused to what is and isn't working as intended, why your using a while loop, or any of the trigger_off stuff? Can we start over with what you are trying to accomplish maybe?
If you want scripts / features made for you, then contact me by PM or email / skype etc it will cost you tho so if you have no intention of reciprocating don't even waste my time
Had this issue myself and took me forever to find out that was the cause
Playsoundatpposition
Or spawn a script origin or something "at" the trigger and use that
I had a random pair of zombie legs appearing in front of my pap for weeks coz of this
Lol I can't even imagine how hard this was for you to figure out xD Thanks for the tip, i'll retry tomorrow now Double Post Merge: July 26, 2016, 07:22:25 pmok thanks guys, the sound works perfectly now!
One more thing : how could I kill the music in case of game over ?