Dear mates,
I needed a sound script for my game Conscious that is going to be a commercial game. I needed a sound script that plays the specified sound file, and interrupts the sound files that have the same name. It has to play the specified sound even if the former sound is still being played. For example, there is a wall on the picture, and there is a sound zone with voice acting .ogg near the picture. But the former zone contained a 6 minute sound file, so it is still being played. Of course, the voice acting has to interrupt the former zone, and play the voice acting file. And as all of our maps contain more voice acting files, and even more music, placed carefully on the storyline. So the sound zone(or at least the script or sound file) has to destroy after walking into the next zone, and should not be able to be picked up again. I mean the player should not be able to walk back into the zone. Imagine a fighting scene with a proper, fast paced music, but you run back into the former room because you are having no more than 5 health points, and this way you are able to shoot down the enemies without getting injured. However, there is the former sound zone, containing the voice acting(for example, admiring the picture or painting). A sentence like: "what a nice picture!" somehow does not fit into a fighting scene
and no one wants to listen to it five times... you know, walking in the zone, walking out, walking back, walking out, walking back into it... and every time you enter, it starts playing the sound again and again. However it should not. Huh, I hope I could give a clear explanation regerding the problem.
Now, we have the scripts (from Plystire and Lee Bamber) that activates and interrupts other zones, however, it does not destroy. So the problem that we can walk back into it still persists.
Lee Bamber's script:
;Artificial Intelligence Script
;Header
desc = When Plr In Zone, stop ALL other trigger zone sounds and play this (all zones must have same name)
;Triggers
; Other zones
:state=0,plrwithinzone=0,activated=1:stopsound=$0,activate=0
; This zone
:state=0,plrwithinzone=1:activateifused=1,activate=0,sound=$0,state=1
:state=1,plrwithinzone=0:state=0
We really do have to find solution to our problem, as the game's storyline is based on these triggered sound zones. (player narrating) And it is really going to be a commercial game, as we have spent more than 450$ on the game and the accessories.(web site, etc., not mentioning the HD video camera) And the story really really worth a shot, it is not a commando thing, or war, or... so just none of these. Kinda unique.
The story worth a shot even in Hollywood.
So if you know a producer personally we are all ears.
Please let us know.
Thank you very, very much!
Zoltan Szikra-Tóth,
http://www.conscious-game.com