illuknisaa Posted May 23, 2015 I have sounds in my wad and they have been defined in sound info but I don't really get how sound sequence works. What I want to happen is a sound to play when a thing is active and not play when it is dormant. I also want a second sound to play when a polyobject moves. ty in advance. 0 Quote Share this post Link to post
Gez Posted May 25, 2015 illuknisaa said:I have sounds in my wad and they have been defined in sound info but I don't really get how sound sequence works. What I want to happen is a sound to play when a thing is active and not play when it is dormant. I also want a second sound to play when a polyobject moves. ty in advance. You could try using A_LoopActiveSound in the active state, and A_StopSound in the dormant state. If you don't want to use custom actors it'll be a bit harder though. For polyobject, you need to have a numbered sound sequence defined in SNDSEQ, and you then use that number in the special that makes the polyobject moves. If you want to check that the sound sequence is correctly defined and works, use the playsequence console command. 0 Quote Share this post Link to post
illuknisaa Posted May 26, 2015 This is what I have in sndseq: :Door1 door 11 volume 100 play BIGDOOR end But when I have sound 11 selected in the special nothing happens. 0 Quote Share this post Link to post
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