Dynamic music

  • #20, by Simon_ASAThursday, 09. July 2015, 22:35 9 years ago
    That's what I thought for the "wait until sound is finished" that doesn't stop the BGM. However I had already tried to replace it. It is possible to stop the BGM with the action "change background music of scene 'current scene' to '" (if you don't choose a music file, it will just stop playing the BGM, so it's the same result as the script).

    Anyway, the problem is still the same, unfortunately roll
    When a music is played as BGM it just stays and plays in loop. It's as if the action script didn't exist.

    I'll make more tests tomorrow, I'm probably tired and making mistakes!

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  • #21, by afrlmeThursday, 09. July 2015, 23:31 9 years ago
    You did call the action block in an at begin of scene action? I know! I know! Blindingly obvious mistake, but you never know. grin

    Would it be possible for you to do a quick screen recording of the editor stuff & of the game running? Alternatively you could send me the ved & resource files, if you are willing to do so?

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  • #22, by LebosteinFriday, 10. July 2015, 08:10 9 years ago
    What is the differrnce between Music and Sound in Visionaire? Only the assignement to a soecific volume channel? Or there are other differences in the play functions (sound = load and play, music = stream)?

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  • #23, by afrlmeFriday, 10. July 2015, 13:32 9 years ago
    Sounds, music & voice are linked to different tables, which I guess is how you can control the volume for sound, music, speech, movies & global (master).

    I'm not 100% sure, but I think wait until sound has finished playing will only work for manually started sounds. As I already mentioned: when you define a scene background sound file it will automatically be set to loop infinite & the volume can only be controlled by adjusting the music channel volume. The key points of what I just said is LOOP & INFINITE.

    Quick example of another thing in VS that ignores the wait until action part. Let's say you start an animation playing with the loop infinite parameter checked. Now if you add a wait until animation 'x' has finished playing before the next set of actions it will be waiting forever, because the animation doesn't actually have an end point. I think the end is defined when the file / animation (etc) is unloaded from the active tables.

    Now a good question would be: when you manually start a sound & set it to loop endlessly, why does it not carry on into the next scene & the next scene & so on, until we manually unload it with the stop currently playing sound action part? Seeing as I'm not a dev & don't have access to the source code, I'm just going to take a guess that the manually triggered sounds are stored in a session table (something like that) for the current scene, which gets purged at the end of the scene, so that it can be reused in the next scene. Then another question would be: why not just stick the sound in a global active sounds table?

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  • #24, by Simon_ASAFriday, 10. July 2015, 16:23 9 years ago
    Yes, thanks for your explanations. I hope that the sound system is improved in future versions of VS, even if I will probably not need it anymore at that time smile

    I will try to prepare a ved file with my script. Not sure when I will find the time. I can't send the current one because it's too big in size, so I have to remove most of the scenes first.

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  • #25, by afrlmeFriday, 10. July 2015, 16:43 9 years ago
    You don't need to remove everything. Just add ved as is & include in a rar / zip / 7zip archive (whichever you prefer) the required resources that I would need to run the scene or scenes. Mouse cursors, fonts, interface stuff & the resources for a scene should suffice I think?

    How large is the entire thing?

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  • #26, by Simon_ASAFriday, 10. July 2015, 22:47 9 years ago
    I have prepared the files, I will send them tomorrow. I'm not on the good computer tonight smile

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  • #27, by afrlmeFriday, 10. July 2015, 22:57 9 years ago
    Ok dokie mate, no problem.

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  • #28, by tristan-kangSunday, 13. September 2015, 00:55 9 years ago
    Now a good question would be: when you manually start a sound & set it to loop endlessly, why does it not carry on into the next scene & the next scene & so on, until we manually unload it with the stop currently playing sound action part? Seeing as I'm not a dev & don't have access to the source code, I'm just going to take a guess that the manually triggered sounds are stored in a session table (something like that) for the current scene, which gets purged at the end of the scene, so that it can be reused in the next scene. Then another question would be: why not just stick the sound in a global active sounds table?


    That GLOBAL ACTIVE SOUNDS TABLE thing is really necessary for my game.

    When the protagonist chased by the chaser, his(chaser's) theme should be playing on every rooms(scenes). Of course, currently I can work that one with 'continue music from previous scene'.

    But, I mean... I just need more specified options. I hope the dev release the update before my game is getting finished...

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