PDA

View Full Version : Sound on danimations q



vader_21vb
Oct 31 2002, 21:41
I'm very new in codeing cpp files for object and have a simple (maybe stupide Q):
I have a Working Door on a building, and like to add a sound for Open/Closeing the door.
Have anyone seen this done?
I allso plan for a DoorAlarm sound triggering on OpenDoor Only!

My first try:
class OpenDoors1
{
displayName="Open Big MF Door";
position="osa_dvere1";
radius=5.5;
sound[]={"\myaddon\sound\DoorOpen.wav",0.000500,1};
condition="this animationPhase ""Dvere1"" < 0.5";
statement="this animate [""Dvere1"", 1]";
};

Prospero
Nov 2 2002, 01:45
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (vader_21vb @<hidden> Oct. 31 2002,23:41)</td></tr><tr><td id="QUOTE">I&#39;m very new in codeing cpp files for object and have a simple (maybe stupide Q):
I have a Working Door on a building, and like to add a sound for Open/Closeing the door.
Have anyone seen this done?
I allso plan for a DoorAlarm sound triggering on OpenDoor Only&#33;

My first try:
class OpenDoors1
{
displayName="Open Big MF Door";
position="osa_dvere1";
radius=5.5;
sound[]={"&#92;myaddon&#92;sound&#92;DoorOpen.wav",0.000500,1};
condition="this animationPhase ""Dvere1"" < 0.5";
statement="this animate [""Dvere1"", 1]";
};[/QUOTE]<span id='postcolor'>
You can do it in a script, but not (I believe) in a config. Well, maybe there&#39;s a way with event handlers, but... ah it&#39;s too late, and it&#39;s Friday night;)

You could "sense" the animation phase and get the door/building/a gamelogic placed at the door&#39;s position to "say" the creaking noise.

Prospero