Audio help
by Erik Madison · in Torque Game Engine · 07/27/2004 (5:49 pm) · 2 replies
I'm attempting to get location based environmental audio working properly in my game, and I could use a pointer or two.
I've run through every forum/resource suggested fix, and emitters are now working extremely well in game. There is a problem though; When these sounds are first loaded, somewhere during the 'loading datablocks' I think, you can hear them even though you're still at the menu. They then are cut off by alxStopall before the player drops into the game. Once that happens, I can't get them to start up again unless I click on them in the editor. This aspect of the problem has been discussed before, but I'm not real happy with it.
What I'd like to do, is _not_ have the emitters start playing upon loading, and have something like an alxStartEmitters exposed to the script, which I could call at my own whim.
The help or pointer I could use; what actually causes the sound to start upon loading? I've followed the code as best I could, and I can't figure that out. And lastly, anyone have a clue how to write alxStartEmitters? Starting a sound based on a scripted datablock is easy, but this is not based on datablocks and thus I have no easy handle to the sound.
TIA
I've run through every forum/resource suggested fix, and emitters are now working extremely well in game. There is a problem though; When these sounds are first loaded, somewhere during the 'loading datablocks' I think, you can hear them even though you're still at the menu. They then are cut off by alxStopall before the player drops into the game. Once that happens, I can't get them to start up again unless I click on them in the editor. This aspect of the problem has been discussed before, but I'm not real happy with it.
What I'd like to do, is _not_ have the emitters start playing upon loading, and have something like an alxStartEmitters exposed to the script, which I could call at my own whim.
The help or pointer I could use; what actually causes the sound to start upon loading? I've followed the code as best I could, and I can't figure that out. And lastly, anyone have a clue how to write alxStartEmitters? Starting a sound based on a scripted datablock is easy, but this is not based on datablocks and thus I have no easy handle to the sound.
TIA
About the author
#2
07/28/2004 (3:27 pm)
Well, I didn't think I was that out of date, but if it's working great for you, I'll diff all my files and see what's new. That's getting harder and harder to do as time goes on though :)
Torque 3D Owner Billy L
I have lots of enviroment audioemitters and i get all to start when i drop in to the game (not before).
I have alxStopall on onMissionDownloadCompletestage and disconnectedCleanup.