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FPSC Classic Scripts / 3dsound - has anyone used it succesfully?

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Facetious
17
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Joined: 5th Jul 2006
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Posted: 10th Jul 2006 14:55
I've read that the only way to have sounds fade in and out based on player proximity is with "3dsound", but I can't get it to work.

if I change my script to read "sound=$0" or "sound=audiobank\somesound\some.wav" it works but "3dsound=" doesn't.

Also can't get "soundscale" to do anything. Does it only apply to "3dsound"?

Thanks for any insight...........
BluEarth Software
19
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Joined: 13th Nov 2004
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Posted: 11th Jul 2006 23:34
Does your computer support 3D sound? If it doesn't, your wasting your time!

Facetious
17
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Joined: 5th Jul 2006
Location:
Posted: 12th Jul 2006 23:58
Yes, as far as I can tell. I've got an EMU audio card, full duplex, and it's worked fine with other 3d audio apps as well as the directmusic tools in the directx 9 SDK.

would anyone mind posting a bit of script that they've successfully used with the 3dsound event and the audio file they used.

Something like that could sure help me narrow down the problem.
Facetious
17
Years of Service
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Joined: 5th Jul 2006
Location:
Posted: 15th Jul 2006 17:37
Anyone have any experience with this problem?

I've even tried another audio card with no luck.

Does the 3dsound require a certain sound format. I've tried several such as 8 bit, 16 bit, 22kHz, 44.1kHz, wav's, ogg's, and I can't get any sound. If I change my script to "sound=" then it works.

Anybody?

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