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footsteps - sound plays too much! #186531
03/01/08 01:54
03/01/08 01:54
Joined: Jan 2008
Posts: 10
Brisbane, Australia
J
JJJohan Offline OP
Newbie
JJJohan  Offline OP
Newbie
J

Joined: Jan 2008
Posts: 10
Brisbane, Australia
I couldn't really find a way to describe this in the the title so here goes.

I've been working on my little game this morning, added a nice zoom effect, a crouch feature and am now trying to add walking sounds. It doesn't work very well.

The problem is that the sound isn't stopped from playing more than one at a time resulting in a horrible screeching of hundreds of sound copies at a time.

Code:

sound run_wav = <run.wav>;
sound startrun_wav = <suddenwalk.wav>;

function run()
{
var startedrunning;
var running;
if (snd_playing(startedrunning) == 0)
{
startedrunning = ent_playsound (player, startrun_wav, 50); // play the bullet sound at a volume of 100
}
while (key_w > 0)
{
if (snd_playing(running) == 0)
{
running = ent_playsound (player, run_wav, 100);
}
sleep(0.01);
wait (1);
}
snd_stop (running);
snd_stop (startedrunning);
}




The first sound startedrunning is the sound of the player's equipment rattling. The second one, running, is the running loop. I was originally playing with loops but due to the sound bug I decided to make it a sound for now.

It might just be me not being awake yet, but I can't seem to solve it, even when using variables such as:

Code:

var soundisplaying;
if (soundisplaying == 0)
{
---play the sound---
soundisplaying = 1;
}



Bah.

Re: footsteps - sound plays too much! [Re: JJJohan] #186532
03/01/08 06:57
03/01/08 06:57
Joined: Apr 2006
Posts: 624
DEEP 13
badapple Offline
User
badapple  Offline
User

Joined: Apr 2006
Posts: 624
DEEP 13


var_nsave run_handle;


if(snd_playing(run_handle)!=1)
{
run_handle=snd_play(run_wav,100,null);
}


use snd_stop(run_handle); to stop if playing when you dont want it too




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