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Thread: Getting Sound Effects right

  1. #1
    Clicker Fusion 2.5 DeveloperAndroid Export Module
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    Getting Sound Effects right

    Im working on a platforming type game, and im trying to make it so that whenever the player punches something, one out of 4 random punching sound effects would sound. ive been trying to do this using the direct show object, however it dosnt seem to be working too well. any tips would be appreciated.

  2. #2
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    Re: Getting Sound Effects right

    Easy! But what I'm about to say probably won't make any sense because I'm wording it horribly;

    Have your active object (or a counter) have a Alterable Value for the sound effect. Make an event thats Always setting it to a random number out of 4.

    Pressing Punch button when Alt Value=1 - Play sound1
    Pressing Punch button when Alt Value=2 - Play sound2
    Pressing Punch button when Alt Value=3 - Play sound3
    Pressing Punch button when Alt Value=4 - Play sound4

    Sorry for the bad wording, I'm sitting at work doing stuff, hopefully someone can possibly clear it up, or provide an example.

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    Re: Getting Sound Effects right

    I use groups for random sound effects.

    1. Create a group called "RandomPunch"
    2. Turn off: "Active When Frame Starts"
    3. When the punch occurs Activate Group RandomPunch

    [GROUP RANDOMPUNCH]
    Always Pick a Random Number from 1 to 4
    If Random Number = 1 play Sound1
    If Random Number = 2 play Sound2
    If Random Number = 3 play Sound3
    If Random Number = 4 play Sound4
    Always Deactivate Group RandomPunch


    I'm not sure if this is any better/easier than the approach above...

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    Re: Getting Sound Effects right

    now the "play sound" part. play sound with what? direct show? and ive tried the first example with that, and it was a failure -_-"

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    Re: Getting Sound Effects right

    You shouldn't need any extension to play sounds, it's built into MMF2.

    And thanks, Johnc for helping clear it up

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    Re: Getting Sound Effects right

    yeah it just dosnt seem to be working...at all, the built in sound player i mean.

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    Re: Getting Sound Effects right

    what filetype are you trying to play?

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    Re: Getting Sound Effects right

    .wav files. i guess ill have to convert them. somehow....

  9. #9
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    Re: Getting Sound Effects right

    it plays wavs but it has some restrictions i think, i know i had to change some wavs khz to lower or something like that to play them.

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