Re: Muting/unmuting sounds
You could send some menu commands to check/uncheck the play samples or play music menu choices, even if the menu is hidden.
This might be a better way to do it but it would require you to do a bit of eventing to make it work how you need it to.
A nice little example file of this would be pretty cool if anyone has some free time.
Re: Muting/unmuting sounds
An example would be great if anyone can put one together - I cannot get the sounds to silence properly at all!
Re: Muting/unmuting sounds
Have you trying stoping all the channels instead of samples?? Maybe it will work better.
Re: Muting/unmuting sounds
Is that with the "Stop any sample playing" option? If so, I have tried that with the same results unfortunately. Otherwise I can't find a "Stop all channels" option.
Re: Muting/unmuting sounds
Can't you just manually set it to stop all the channels you don't want playing? It's should take more than a couple of minutes to make.
Re: Muting/unmuting sounds
Should each sample be on a separate channel?
I must admit that I haven't been assigning channels to samples at all while building the game but that may well be just through lack of knowledge! I have a 45-minute looping music sample as the soundtrack and then a number of individual samples for shooting/moving etc. noises.
Re: Muting/unmuting sounds
I find that just setting the channel volume to 0 works best for muting sounds.
Re: Muting/unmuting sounds
So should I set all my samples to play on Channel 0? Or should each sample use a different channel? Or the soundtrack uses Channel 0 and all other sounds use Channel 1 maybe?
Sorry, but this is my first game in MMF so am unsure on how the sound should be laid out!
Re: Muting/unmuting sounds
It's probably a good idea to map out the sounds over different channels. Set the music to channel 1, all effect to channel 2-3, all ambient sounds to 4-5 etc. You'll have greater control over the sound this way.