Jump to content
  • 0

Soooooo, sound effects?


Skemech

Question

I'm well attuned to dragging a MP3 file into slade and renaming the MP3 to (for ex;) "D_RUNNIN", then using ACS to type sum along the lines of...

 

=============================================

 

Script 1 (void)

{

        Setmusic ("D_RUNNIN", 0);

}

 

==============================================

 

But say hypothetically in game you approach a boombox on the ground and it's playing like a static sound effect (on loop), while at the same time D_RUNNIN is playing in the background... how would I go about doing this?

Share this post


Link to post

7 answers to this question

Recommended Posts

  • 0

I would place a map spot on the boombox and use PlaySound() with looping set to true. Make sure the sound is defined in SNDINFO.

 

Andarchitect

The DANDY Company

Edited by The DANDY Company

Share this post


Link to post
  • 0

UDMF is the map format. The source port would be something like GZDoom, Zandronum, Eternity, etc.

 

Anyway, if you’re using GZDoom, map spot is a thing under the “ZDoom” category. If you’re not using GZDoom, then I’m not sure because I don’t use anything else. 

Share this post


Link to post
  • 0

sorry still new to doom in general. GZDoom is the source port I'm using. Thank you I'll update this forem if I run into any other issues which is likely to happen

Share this post


Link to post
  • 0
On 10/15/2023 at 1:04 AM, The DANDY Company said:

I would place a map spot on the boombox and use PlaySound() with looping set to true. Make sure the sound is defined in SNDINFO.

so I found map spot in the things category, but idk how SNDINFO works very well, like at all if I'm being honest.

Share this post


Link to post
Guest
This topic is now closed to further replies.
×
×
  • Create New...