Sound issue in Fusion 2.5 or Fusion 3.0

Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.

A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.

Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!

Clickteam.
  • This is the first time I ask about Fusion 3.0 and about the sound in fusion. I experience some drowning of sound when I play my game. Plus, the sound stops and the last sound you hear is very high in volume and indistinct in sound! I have also tried playing on each channel with a counter is add 1 to each collision. Same result...

    My game is based on Custom Bouncing Ball Movement example from clickstore. I add a paddle and some bricks. How would you add any sound during that example?

    Please login to see this link.

    Fusion 2.5 - Examples
    Go toPlease login to see this link.

  • It sounds like you're playing the same sound continuously and not just once.

    You either need to include a sound with a collision event, or set and reset a value. (A collision event only triggers once. An overlap event will trigger continuously, so if your sound is set on an overlap event, it will continuously play.)

    For example:

    If ball collides with the paddle, set value_sound = 1;

    If (value_sound = 1) then play a sound and set value_sound = 0 (so it doesn't play again).

    Casual games: Please login to see this link.

  • As already suggested, you have to set a flag in order to avoid sound repetition.

    One way could be to use a flag on the ball object, say "sound_paddle_played".

    Initially is set to false.

    When a ball hits the paddle: if that flag is false, play the sound and set the flag to true.

    This way the sound will be played only once.

    When a ball hits the scenery, for example a wall or the ceiling, then set that flag to false again.

    This way every ball that hits the paddle will trigger the sound only once, and after hit the scenery, it will be ready again to play the sound by hitting the paddle the next time.

    I hope it makes sense for you.

    Take care,

    Sergio

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!