Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Scripts / video sound to overwrite level music? how?

Author
Message
TechGirl
16
Years of Service
User Offline
Joined: 22nd May 2008
Location: Cyberspace USA
Posted: 15th Aug 2008 02:40
Hi, I thought I read that with the new version of FPSC, that when a video plays (story zone) it will overright any sounds going on when it's playing. But I can't figure out how to do that.

I have a level where I want the music to play as soon as the player enters and I want that music to loop/play the entire level.

But, when they come upon a story zone, the music in the background is still playing (and distracts from the sound in the video).

Any suggestions?

Thanks!

TechGirl
(Yes, I'm really female!)
Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 15th Aug 2008 02:52
Open your storyzone script and put this action before the video action:

music=0

That will kill the music.

Then when you know the video has ended, and the player has continued to move around you can have another zone they walk into that will bring in the music again with:

music=<insert audiobank path to music>


You could also do this using "musicvolume" and set the volume to -400 for muted and 100 for full volume.




The one and only,


Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.
TechGirl
16
Years of Service
User Offline
Joined: 22nd May 2008
Location: Cyberspace USA
Posted: 15th Aug 2008 16:06
Thanks Plystire, but it doesn't seem to be working for me that way...Maybe I'm just not understanding the coding on this one.

Wasn't there a fix with the latest patch where when a video plays it overrides the music on the level while it's playing? Just need to know what code to use that it will work that way if anyone knows...

Thanks

TechGirl
(Yes, I'm really female!)
xplosys
18
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 15th Aug 2008 17:56
The only thing close to that I know of would be MUSICOVERRIDE=X which replaces the level music in real time. I don't think it can be called with a video.

Best.

TechGirl
16
Years of Service
User Offline
Joined: 22nd May 2008
Location: Cyberspace USA
Posted: 15th Aug 2008 18:12
OK, I'm still not getting it, so I am instead trying to put a script in in the sound zone when the player enters, that will enable the sound/music to fade lower and lower as they get further from the entrance. The video (which is self contained with audio, no separate audio file), will play near the back. So essentially, the music is really low by that point and you won't hear it...

Here's the code I did, that doesn't seem to work, any ideas?

;Artificial Intelligence Script

;Header

desc = Music fades with distance

;Triggers

:state=0,plrdistwithin=400:musicvolume=60,state=1

:state=1,plrdistwithin=800:musicvolume=40,state=2

:state=2,plrdistwithin=1000:musicvolume=20

;End of Script



Thanks!

TechGirl
(Yes, I'm really female!)
xplosys
18
Years of Service
User Offline
Joined: 5th Jan 2006
Playing: FPSC Multiplayer Games
Posted: 15th Aug 2008 18:58
As stated earlier, the music volume numbers are not what you would expect them to be. Try something like:

musicvolume=0
musicvolume=-100
musicvolume=-350

-400 is mute.

Hybrid
17
Years of Service
User Offline
Joined: 21st Nov 2007
Location: In the p-block, group 7.
Posted: 16th Aug 2008 18:47
I thought 400 was full volume.

Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 16th Aug 2008 23:55
No, 100 is full volume, -400 is no volume.


The one and only,


Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.
Hybrid
17
Years of Service
User Offline
Joined: 21st Nov 2007
Location: In the p-block, group 7.
Posted: 17th Aug 2008 21:16
Oh, so that is why my volume script doesn't work.

Little Bill
16
Years of Service
User Offline
Joined: 18th Jun 2008
Location: UK
Posted: 18th Aug 2008 00:14
Couldn't you use the PLRDISTFURTHER condition on the storyzone.

I'll let you figure the rest out

Hybrid
17
Years of Service
User Offline
Joined: 21st Nov 2007
Location: In the p-block, group 7.
Posted: 18th Aug 2008 00:52
yes, but plrinzone is much beter because it is limited to the zone, not a radiating circle.

TechGirl
16
Years of Service
User Offline
Joined: 22nd May 2008
Location: Cyberspace USA
Posted: 18th Aug 2008 03:29
Thanks, I'm still trying to figure it out. Wish the volume controls were correct...

TechGirl
(Yes, I'm really female!)
Little Bill
16
Years of Service
User Offline
Joined: 18th Jun 2008
Location: UK
Posted: 18th Aug 2008 10:05
Techgirl, use this in your storyzone script:



50 is the default music volume.

Hybrid
17
Years of Service
User Offline
Joined: 21st Nov 2007
Location: In the p-block, group 7.
Posted: 18th Aug 2008 17:46
50 is too low.

Little Bill
16
Years of Service
User Offline
Joined: 18th Jun 2008
Location: UK
Posted: 18th Aug 2008 18:47
50 is the default. I'm not the one who set the default am I? You have a problem with it don't take it out on me as I am simply telling the thread creator what the default value is. And 50 is not too low.

Hybrid
17
Years of Service
User Offline
Joined: 21st Nov 2007
Location: In the p-block, group 7.
Posted: 18th Aug 2008 19:49
Well, if you want to completely change the music, then I suggest full volume.

Little Bill
16
Years of Service
User Offline
Joined: 18th Jun 2008
Location: UK
Posted: 18th Aug 2008 20:39
? She wanted it so that the music didn't play through a video played at a story zone. Who said anything about changing the music?

TechGirl
16
Years of Service
User Offline
Joined: 22nd May 2008
Location: Cyberspace USA
Posted: 19th Aug 2008 01:47 Edited at: 19th Aug 2008 01:48
Thanks everyone for trying to work this out, but I just had to rig it by basically stopping the music before the movie plays, which takes a lot of calculating and re-do's once the level has already been built....

My suggestion for the TGC team for an update:
1. Let the music for each level be set in the build game menu
(each level gets it's individual track)

2. When a movie plays, let that override the music playing on the level

3. Set the volume for scripting as 0-100. 0 is silent, 100 is very loud.

Just my suggestions for making things work out easier.

Thanks

TechGirl
(Yes, I'm really female!)
Plystire
21
Years of Service
User Offline
Joined: 18th Feb 2003
Location: Staring into the digital ether
Posted: 20th Aug 2008 06:05
Yeah, I never really did get the concept behind how the volume works, but... at least you know HOW to mute it now, right?


The one and only,


Whosoever says, "Don't sweat the small stuff," is obviously not a programmer.

Login to post a reply

Server time is: 2024-11-24 11:55:23
Your offset time is: 2024-11-24 11:55:23