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Adding background music. How? #87396
08/24/06 21:00
08/24/06 21:00
Joined: Aug 2006
Posts: 15
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typoking Offline OP
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typoking  Offline OP
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Okay..I did what I was told to do by doing the snd_loop busines.s.but it won't play...if I load it as a sound, it plays fine..so I know it's not the file that's the problem..maybe it's my understanding of the script...if I posted the script here, would someone please tell me what I did wrong?

Re: Adding background music. How? [Re: typoking] #87397
08/24/06 21:07
08/24/06 21:07
Joined: Feb 2005
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Hessen, Germany
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Tempelbauer Offline
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Tempelbauer  Offline
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please post your code

Re: Adding background music. How? [Re: Tempelbauer] #87398
08/24/06 21:10
08/24/06 21:10
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typoking Offline OP
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///////////////////////////////////////////////////////////////////////////////////
// A5 main wdl
////////////////////////////////////////////////////////////////////////////
// Files to over-ride:
// * logodark.bmp - the engine logo, include your game title
// * horizon.pcx - A horizon map displayed over the sky and cloud maps
////////////////////////////////////////////////////////////////////////////
// The PATH keyword gives directories where game files can be found,
// relative to the level directory
path "C:\\Program Files\\GStudio\\template"; // Path to WDL templates subdirectory

////////////////////////////////////////////////////////////////////////////
// The INCLUDE keyword can be used to include further WDL files,
// like those in the TEMPLATE subdirectory, with prefabricated actions
include <movement.wdl>;
include <messages.wdl>;
include <menu.wdl>; // must be inserted before doors and weapons
include <particle.wdl>; // remove when you need no particles
include <doors.wdl>; // remove when you need no doors
include <actors.wdl>; // remove when you need no actors
include <weapons.wdl>; // remove when you need no weapons
include <war.wdl>; // remove when you need no fighting
//include <venture.wdl>; // include when doing an adventure
include <lflare.wdl>; // remove when you need no lens flares

////////////////////////////////////////////////////////////////////////////
// The engine starts in the resolution given by the follwing vars.
var video_mode = 6; // screen size 640x480
var video_depth = 16; // 16 bit colour D3D mode

/////////////////////////////////////////////////////////////////
// Strings and filenames
// change this string to your own starting mission message.
string mission_str = "Fight your way through the level. Press [F1] for help";
string level_str = <ruins1.WMB>; // give file names in angular brackets

/////////////////////////////////////////////////////////////////
// define a splash screen with the required A4/A5 logo
bmap splashmap = <logodark.bmp>; // the default logo in templates
panel splashscreen {
bmap = splashmap;
flags = refresh,d3d;
}

////////////////////////////////////////////////////////////////////////////
// The following script controls the sky movement
bmap horizon_map = <horizon.pcx>;
// A backdrop texture's horizontal size must be a power of 2;
// the vertical size does not matter

function init_environment()
{
scene_map = horizon_map; // horizon backdrop overlay
scene_nofilter = on;

sky_speed.x = 1;
sky_speed.y = 1.5;
cloud_speed.x = 3;
cloud_speed.y = 4.5;

sky_scale = 0.5;
sky_curve = 1; // 'steepness' of sky dome

scene_field = 60; // repeat map 6 times
scene_angle.tilt = -10; // lower edge of scene_map 10 units below horizon

sky_clip = scene_angle.tilt; // clip the sky at bottom of scene_map
}

/////////////////////////////////////////////////////////////////
// The main() function is started at game start
function main()
{
// set some common flags and variables
// warn_level = 2; // announce bad texture sizes and bad wdl code
tex_share = on; // map entities share their textures

// center the splash screen for non-640x480 resolutions, and display it
splashscreen.pos_x = (screen_size.x - bmap_width(splashmap))/2;
splashscreen.pos_y = (screen_size.y - bmap_height(splashmap))/2;
splashscreen.visible = on;
// wait 3 frames (for triple buffering) until it is flipped to the foreground
wait(3);

// init the 'environment' (sky & sceen map)
init_environment();
// now load the level
level_load(level_str); snd_loop(immtheme.wav,80, 0);
// freeze the game
freeze_mode = 1;

// wait the required second, then switch the splashscreen off.
waitt(16);
splashscreen.visible = off;
bmap_purge(splashmap); // remove splashscreen from video memory

// load some global variables, like sound volume
load_status();

// display the initial message
msg_show(mission_str,10);

// initialize lens flares when edition supports flares
ifdef CAPS_FLARE;
lensflare_start();
endif;

// un-freeze the game
freeze_mode = 0;

// client_move(); // for a possible multiplayer game
// call further functions here...
}


/////////////////////////////////////////////////////////////////
// The following definitions are for the pro edition window composer
// to define the start and exit window of the application.
WINDOW WINSTART
{
TITLE "3D GameStudio";
SIZE 480,320;
MODE IMAGE; //STANDARD;
BG_COLOR RGB(240,240,240);
FRAME FTYP1,0,0,480,320;
// BUTTON BUTTON_START,SYS_DEFAULT,"Start",400,288,72,24;
BUTTON BUTTON_QUIT,SYS_DEFAULT,"Abort",400,288,72,24;
TEXT_STDOUT "Arial",RGB(0,0,0),10,10,460,280;
}

/* no exit window at all..
WINDOW WINEND
{
TITLE "Finished";
SIZE 540,320;
MODE STANDARD;
BG_COLOR RGB(0,0,0);
TEXT_STDOUT "",RGB(255,40,40),10,20,520,270;

SET FONT "",RGB(0,255,255);
TEXT "Any key to exit",10,270;
}*/


/////////////////////////////////////////////////////////////////
//INCLUDE <debug.wdl>;

Re: Adding background music. How? [Re: typoking] #87399
08/24/06 21:11
08/24/06 21:11
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typoking Offline OP
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typoking  Offline OP
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an added note..I'm a beginner at this...I really want to create video games and whatnot...I am an avid artist who wants to put his works to 3-d, but havne't the approriate skill..and any help with this would be much appreciated...

Re: Adding background music. How? [Re: typoking] #87400
08/24/06 21:14
08/24/06 21:14
Joined: Feb 2005
Posts: 3,687
Hessen, Germany
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Tempelbauer Offline
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try this:
Code:
sound imm = <immtheme.wav>;

...

function main()
{

...

snd_loop(imm,80, 0);

...

}



Re: Adding background music. How? [Re: Tempelbauer] #87401
08/24/06 21:19
08/24/06 21:19
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typoking Offline OP
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typoking  Offline OP
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I don't know where to place it, or how it's supposed to be placed...if you could tell me where to put it..that'd be nice..oo...

Re: Adding background music. How? [Re: typoking] #87402
08/24/06 21:24
08/24/06 21:24
Joined: Feb 2005
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Hessen, Germany
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Tempelbauer Offline
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place

sound imm = <immtheme.wav>;

after

sky_clip = scene_angle.tilt; // clip the sky at bottom of scene_map
}

Re: Adding background music. How? [Re: Tempelbauer] #87403
08/24/06 21:34
08/24/06 21:34
Joined: Aug 2006
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typoking Offline OP
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I'm still having no luck....perhaps you could paste what I need into the script I posted to give me a better idea? remember..i'm usi9ng an older verison of a5 pro

Re: Adding background music. How? [Re: typoking] #87404
08/24/06 21:36
08/24/06 21:36
Joined: Aug 2006
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typoking Offline OP
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Also..I'm sorry if I seem really stupid at this...I've been using the program simply to build large 3d scaled mechs using basic blocks and textures...I've had the program for about 3 years now and am only seriously getting into it's use now..

Re: Adding background music. How? [Re: typoking] #87405
08/24/06 22:01
08/24/06 22:01
Joined: Feb 2005
Posts: 3,687
Hessen, Germany
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Tempelbauer Offline
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Tempelbauer  Offline
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which version it is exactly?
to check this, open wed, help, about and post the version-number please

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