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Pick a sound, import it in director, an play it when the user press a key, use the sound (channel) to play, pause or stops the sound (fade in and fade out supported)
_sound.channel(x).play(member) --up to 8 channels.
There is no way to store sounds in animations in a w3d file (i guess you are asking that too).
You can use the #rateShift property of soundChannel.
-- code is something like this:
pGear = 1 -- this is the variable for current gear, change it from 1 to 5 for example
pNote = 2 -- some value between 0 to 11 , use this value between gears
sound(1).play([#member: member("engine_gear"&pGear ),#loopCount:0, #rateShift:pNote ])
you can use this pNote variable between gears and you need different sounds for all gears and all gear passing.
You can see this kind of sound controls in my new game HANGAR3. You must use some vechiles to hear it :)
yeah thats the ticket. I actually did some reading about this and this is what I was refering to. Thanks