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[Closed] Sound queue

Tue, 01 Aug 2006 05:02:35

Crimson Wizard

Janis, can you make a function that not simply runs sound, but puts it into queue instead, thus allowing to define a number of sounds that should be played strictly one after another.
Tue, 01 Aug 2006 17:56:25

Janis Legzdinsh

You mean like a sound sequence, but for an actor?
Tue, 01 Aug 2006 18:24:15

Crimson Wizard

Well, not for an actor. I may explain what I thought to use it for. Imaging there's a need to make several announcements for client(s) in game approximately at one time. (They're done by recorded voice) I cannot run them in common way, since they may play simultaneously. I also do not know how many announcements there are to be played (in general case). Thus I thought it would be nice to have a function which manages a queue of sounds - putting new sounds in queue if a sound of this type is already playing. By the way, how common sound sequence works?
Tue, 01 Aug 2006 19:43:50

Firebrand

Sound sequences are played by moving sectors, you can make a certain sound to repeat while the sector is in it's "moving" state, and to play another sequence when the sector stops moving, I think you could say the same for what you've planned <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Wed, 02 Aug 2006 12:57:29

Crimson Wizard

No. In the case of a moving sectors I know what are these sounds, how long are they and in what order they should play, thus I may use simple sequence. In my case these announcements are called by different functions in random (so to say) time and they do not counteract with each other at all.
Wed, 02 Aug 2006 19:23:02

Janis Legzdinsh

You can easely implement this in progs.
Wed, 02 Aug 2006 19:26:13

Crimson Wizard

Oops, sorry, found a IsLocalSoundPlaying(name Name) function. EDIT: Done. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --> But I don't like using static array there.

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