Gamestudio Links
Zorro Links
Newest Posts
loading historical data 1st time
by AndrewAMD. 04/14/23 12:54
Trade at bar open
by juanex. 04/13/23 19:43
Bug in Highpass2 filter
by rki. 04/13/23 09:54
Adding Limit Orders For IB
by scatters. 04/11/23 16:16
FisherN
by rki. 04/11/23 08:38
AUM Magazine
Latest Screens
SHADOW (2014)
DEAD TASTE
Tactics of World War I
Hecknex World
Who's Online Now
1 registered members (Grant), 999 guests, and 2 spiders.
Key: Admin, Global Mod, Mod
Newest Members
rki, FranzIII, indonesiae, The_Judge, storrealba
18919 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 2 of 2 1 2
Re: sound_vol problems [Re: Grimber] #21218
12/18/03 02:21
12/18/03 02:21
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
Quote:

will it work if you set the sound_vol = 1; then back up?


no, doesn't work either.

but i found out the following:

if i call snd_tune every frame for every loop then changing sound_vol works.

for example:

i=0;
while(i<128)
{
snd_tune(snd_car_handles,100,0,0);
i+=1;
}

i stored all sound handles into an array and call snd_tune (with volume 100) for every running loop. changing sound_vol works like expected then! strange!


Re: sound_vol problems [Re: ventilator] #21219
12/18/03 07:16
12/18/03 07:16
Joined: Sep 2003
Posts: 4,959
US
G
Grimber Offline
Expert
Grimber  Offline
Expert
G

Joined: Sep 2003
Posts: 4,959
US
the snd_tune makes sense but the sound_vol doesn't as that is suppost to be the global master volume variable for .wav files adjustable at runtime.

sounds like a bug to me.


Re: sound_vol problems [Re: Grimber] #21220
12/19/03 01:38
12/19/03 01:38
Joined: May 2002
Posts: 7,441
ventilator Offline OP
Senior Expert
ventilator  Offline OP
Senior Expert

Joined: May 2002
Posts: 7,441
i am using snd_tune now. it's a bit inconvenient for a lot of sounds but at least it works! ...but thanks for your help!

Re: sound_vol problems [Re: ventilator] #21221
01/03/04 22:16
01/03/04 22:16
Joined: Jan 2003
Posts: 710
T
Templar Offline
Developer
Templar  Offline
Developer
T

Joined: Jan 2003
Posts: 710
Just scanning thru this so my answer may be irrelevant but anyway - check (breakpoint) if the sound realy starts to play (if it returns anything else than 0). I've had similar problem and found out that you have to start sounds with initial volume at least (i think) 4. Any lower value simply does not make it start playing. There should be JCL's reaction to my similiar question somewhere on this forum so you can look it up...

Hope this helps.

T.

Re: sound_vol problems [Re: Templar] #21222
01/25/04 15:12
01/25/04 15:12
Joined: Dec 2003
Posts: 13
Rochester/NY/USA
Pryans Offline
Newbie
Pryans  Offline
Newbie

Joined: Dec 2003
Posts: 13
Rochester/NY/USA
Just to add a little more to this topic, because the manual doesn't talk about this at all.

Templar is correct you have to start sounds with a minimum volume of 2, other wise they do not seem to start playing.

This code just fades a sound loop to 100% volume, if you change vol to start at 0 it doesn't work.
Code:

var ahandle;
var vol = 2;
ahandle = snd_loop( fx_weather_sound_wind_calm, vol, 0 );
while( vol <= 100 )
{
vol = min( vol + 2, 100 );
snd_tune( ahandle, vol, 0, 0 );
wait(1);
}




Page 2 of 2 1 2

Moderated by  HeelX, Spirit 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1