Sign in to follow this  
Followers 0
Jumpy

Music in a Deathrun map problem...

21 posts in this topic

When I want music to be played when the map starts everyhting freezes and then the music plays... the same with the endroom music. Whenever I chose a room my music for my room gets played for like a second and then the music to my map gets played....

 

Here is my code for the ambient:

music()
{
    while(1)
	{
	
    ambientPlay("songa");
    
	}
}

I have tried adding the: wait; but it still freezes. And when I chose a room the music doesn't play...

 

Here is my .GSC:

main()
{
 maps\mp\_load::main();


 
 game["allies"] = "marines";
 game["axis"] = "opfor";
 game["attackers"] = "axis";
 game["defenders"] = "allies";
 game["allies_soldiertype"] = "desert";
 game["axis_soldiertype"] = "desert";

setdvar("compassmaxrange","1800");
	
	addTriggerToList( "trap1_trig" );
	addTriggerToList( "trap2_trig" );
	addTriggerToList( "trap3_trig" );
	addTriggerToList( "trap4_trig" );
	addTriggerToList( "trap5_trig" );
	addTriggerToList( "trap6_trig" );
	addTriggerToList( "trap7_trig" );
	addTriggerToList( "trap_trig" );
	addTriggerToList( "bounce_trig" );
	


thread door();
thread music();
thread trap1();
thread trap2();
thread trap3();
thread trap4();
thread mover();
thread trap5();
thread trap6();
thread trap7();
thread special();
thread teleport();
thread trap();
thread sniper();
thread knife();
thread addTestClients();
thread linked();
thread weapon();
thread sniper_s();
thread knife_s();
thread weapon_s();
thread old();
thread secret();
thread send();
thread done();
thread spinner();
thread ill();
thread giver_ill();
thread send1();
thread send2();
thread bounce();
thread ill_s();
}

addTriggerToList( name )
{
    if( !isDefined( level.trapTriggers ) )
        level.trapTriggers = [];
    level.trapTriggers[level.trapTriggers.size] = getEnt( name, "targetname" );
}

door()
{
 brush = getent("door","targetname");
 
 wait 10;
 brush moveZ(352,5,1,1);
 wait 10;
 brush delete();
}

music()
{
    while(1)
	{
	
    ambientPlay("songa");
    
	}
}

trap1()
{
 platform = getent("trap1","targetname");
 trig = getent("trap1_trig","targetname");
 trig waittill("trigger", player);
 trig delete();

 while(1)
 {
  platform rotateYaw(400,1);
  wait 2;
  platform rotateRoll(360,1);
  wait 2;

 }
}

trap2()
{
 platform = getent("trap2a","targetname");
 platform1 = getent("trap2b","targetname");
 platform2 = getent("trap2c","targetname");
 trig = getent("trap2_trig","targetname");
 trig waittill("trigger");
 trig delete();
 
 while(1)
 {
  platform moveZ(-162,1);
  wait 2;
  platform moveZ(162,1);

  
  platform1 moveZ(162,1);
  wait 2;
  platform1 moveZ(-162,1);

  
  platform2 rotatePitch(360,1);
  wait 2;
  platform2 rotatePitch(-360,1);

 
 }
 
}

trap3()
{
 platform = getent("trap3","targetname");
 platform1 = getent("trap3a","targetname");
 platform2 = getent("trap3b","targetname");
 killer = getent("killer_trig","targetname");
 killer1 = getent("killer_trig1","targetname");
 killer2 = getent("killer_trig2","targetname");
 trig = getent("trap3_trig","targetname");
 trig waittill("trigger");
 trig delete();
 
 while(1)
 {
  killer enablelinkto();
  killer linkto(platform);
  platform rotatePitch(1440,2,1,1);
  wait 2.5;
  platform rotatePitch(-1440,2,1,1);
  wait 2.5;
  
  killer1 enablelinkto();
  killer1 linkto(platform1);
  platform1 rotatePitch(1440,2,1,1);
  wait 2.5;
  platform1 rotatePitch(-1440,2,1,1);
  wait 2.5;
  
  killer2 enablelinkto();
  killer2 linkto(platform2);
  platform2 rotatePitch(1440,2,1,1);
  wait 2.5;
  platform2 rotatePitch(-1440,2,1,1);
  wait 2.5;
  
  }
}

trap4()
{
 platform = getent("trap4","targetname");
 killtrigger0 = getent("killtrig","targetname");
 
 while(1)
 {
 killtrigger0 enablelinkto();
 killtrigger0 linkto(platform);
 platform moveZ(-304,2,1,1);
 wait 2;
 platform moveZ(304,2,1,1);
 wait 2;
 }
 
}

mover()
{
 platform = getent("mover","targetname");
 trig = getent("mover_trig","targetname");
 trig waittill("trigger", player);
 trig delete();
 
 while(1)
 {
  platform moveY(808,4,1,1);
  wait 6;
  platform moveY(-808,4,1,1);
  wait 6;
 }
}

trap5()
{
 platform = getent("trap5","targetname");
 trig = getent("trap5_trig","targetname");
 trig waittill("trigger", player);
 trig delete();
 
 while(1)
 {
  platform moveZ(-88,1);
  wait 2;
  platform moveZ(88,1);
  wait 2;  
  platform rotateYaw(360,1);
  wait 2;
 }

}

trap6()
{
 platform = getent("trap6","targetname");
 trig = getent("trap6_trig","targetname");
 killtrig1 = getEnt("kill","targetname");
 trig waittill("trigger", player);
 trig delete();
 
  while(1)
  {
  killtrig1 enablelinkto();
  killtrig1 linkto(platform);
  platform moveZ(-296,1);
  wait 5;
  platform moveZ(296,1);
  wait 5;  
  }
 
}

trap7()
{
 platform = getent("trap7","targetname");
 trig = getent("trap7_trig","targetname");
 trig waittill("trigger");
 trig delete();
 
 while(1)
 {
  platform rotateRoll(-360,6);
  wait 6;

 }
}

special()
{
	trig = getEnt( "special_trig", "targetname" ); 

	for(;;)
	{
		trig waittill( "trigger", player );

		player giveWeapon( "deserteagle_mp" );
		player giveMaxAmmo( "deserteagle_mp" );
		player switchToWeapon( "deserteagle_mp" );
	}
}

teleport()
{
 trig = getent("tele_trig","targetname");
 origin1 = getent("tele_origin","targetname");
 
 for(;;)
 {
  trig waittill("trigger", player);
  player setOrigin(origin1.origin);
 }
}

trap()
{
 platform = getEnt("trap","targetname");
 platform1 = getEnt("trap_a","targetname");
 trig = getent("trap_trig","targetname");
 trig waittill("trigger");
 trig delete();
 
 platform delete();
 
 while(1)
 {
  platform1 moveY(92,1);
  wait 1;
  platform1 moveY(-92,1);
  wait 1;
 }

}

sniper()
{
        level.sniper_trig = getEnt( "sniper_trig", "targetname"); //trigger
        jump = getEnt( "sniper1", "targetname" ); //jumper origin
        acti = getEnt( "sniper2", "targetname" ); //acti origin
 
        while(1)
{
                level.sniper_trig waittill( "trigger", player );
                if( !isDefined( level.sniper_trig ) )
                return; 
            
              level.knife_trig delete(); 
              level.old_trig delete();
              level.weapon_trig delete();
			  level.ill_trig delete();
            
            player SetPlayerAngles( jump.angles );
                player setOrigin( jump.origin );
                player TakeAllWeapons();
                player GiveWeapon( "m40a3_mp" ); //Gives player weapon
                player giveMaxAmmo( "m40a3_mp" ); //Gives player ammo
                player GiveWeapon( "remington700_mp" );
                player giveMaxAmmo( "remington700_mp" );   
            player switchToWeapon( "m40a3_mp" ); //Makes player switch to weapon.
                player.maxhealth = 100; //Sets players health to normal.
               
               
                if( isDefined( level.activ ) && isAlive( level.activ ) )
{
 
               level.activ setPlayerangles( acti.angles );
                    level.activ setOrigin( acti.origin );
                    level.activ TakeAllWeapons();
                    level.activ GiveWeapon( "m40a3_mp" );
                    level.activ giveMaxAmmo( "m40a3_mp" );
                    level.activ GiveWeapon( "remington700_mp" );
                    level.activ giveMaxAmmo( "remington700_mp" );
               level.activ SwitchToWeapon( "m40a3_mp" );
                    level.activ.maxhealth = 100;
                   
}
                 
                wait 0.05;
               
                iPrintLnBold( " ^4" + player.name + " ^7has chosen ^4Sniper ^7Room!" );
            player freezecontrols(true); //Freeze the players when someone enters the room for three seconds.
            level.activ freezecontrols(true);
            wait 1;
            player iPrintlnBold( "^13" );
            level.activ iPrintlnBold( "^13" );
            wait 1;
            player iPrintlnBold( "^32" );
            level.activ iPrintlnBold( "^32" );
            wait 1;
            player iPrintlnBold( "^51" );
            level.activ iPrintlnBold( "^51" );
            wait 1;
            player iPrintlnBold( "^6Fight^7!" );
            level.activ iPrintlnBold( "^6Fight^6!" );
            player freezecontrols(false); //Disables the freeze.
            level.activ freezecontrols(false);
                while( isAlive( player ) && isDefined( player ) )
                        wait 1;
}
}

knife()
{
        level.knife_trig = getEnt( "knife_trig", "targetname"); //trigger
        jump = getEnt( "knife1", "targetname" ); //jumper origin
        acti = getEnt( "knife2", "targetname" ); //acti origin
 
        while(1)
{
                level.knife_trig waittill( "trigger", player );
                if( !isDefined( level.knife_trig ) )
                return; 
            
              level.old_trig delete();
              level.sniper_trig delete();
              level.weapon_trig delete();
			  level.ill_trig delete();
            
            player SetPlayerAngles( jump.angles );
                player setOrigin( jump.origin );
                player TakeAllWeapons();
                player GiveWeapon( "knife_mp" ); //Gives player weapon
                player giveMaxAmmo( "knife_mp" ); //Gives player ammo
            player switchToWeapon( "knife_mp" ); //Makes player switch to weapon.
                player.maxhealth = 100; //Sets players health to normal.
               
               
                if( isDefined( level.activ ) && isAlive( level.activ ) )
{
 
               level.activ setPlayerangles( acti.angles );
                    level.activ setOrigin( acti.origin );
                    level.activ TakeAllWeapons();
                    level.activ GiveWeapon( "knife_mp" );
                    level.activ giveMaxAmmo( "knife_mp" );
               level.activ SwitchToWeapon( "knife_mp" );
                    level.activ.maxhealth = 100;
                   
}
                 
                wait 0.05;
               
                iPrintLnBold( " ^4" + player.name + " ^7has chosen ^4Knife ^7Room!" );
            player freezecontrols(true); //Freeze the players when someone enters the room for three seconds.
            level.activ freezecontrols(true);
            wait 1;
            player iPrintlnBold( "^13" );
            level.activ iPrintlnBold( "^13" );
            wait 1;
            player iPrintlnBold( "^32" );
            level.activ iPrintlnBold( "^32" );
            wait 1;
            player iPrintlnBold( "^51" );
            level.activ iPrintlnBold( "^51" );
            wait 1;
            player iPrintlnBold( "^6Fight^7!" );
            level.activ iPrintlnBold( "^6Fight^6!" );
            player freezecontrols(false); //Disables the freeze.
            level.activ freezecontrols(false);
                while( isAlive( player ) && isDefined( player ) )
                        wait 1;
}
}

addTestClients()
{
     setDvar("scr_testclients", "");
     wait 1;
     for(;;)
     {
         if(getdvarInt("scr_testclients") > 0)
             break;
         wait 1;
     }
     testclients = getdvarInt("scr_testclients");
     setDvar( "scr_testclients", 0 );
     for(i=0;i<testclients;i++)
     {
         ent[i] = addtestclient();

         if (!isdefined(ent[i]))
         {
             println("Could not add test client");
             wait 1;
             continue;
         }
         ent[i].pers["isBot"] = true;
         ent[i].pers["registered"] = 0;
         ent[i] thread TestClient("autoassign");
     }
     thread addTestClients();
}

TestClient(team)
{
     self endon( "disconnect" );

     while(!isdefined(self.pers["team"]))
         wait .05;
         
     self notify("menuresponse", game["menu_team"], team);
     wait 0.5;
}
 
linked()
{
	trig = getent ("link_trig","targetname");
	start = getent ("start_origin","targetname");
	stop = getent ("stop_origin","targetname");

	while(true)
	{
		trig waittill ("trigger", player);
		
			link = spawn ("script_model",player.origin);
			player linkTo (link);
			link moveTo (start.origin, 1);
			wait 1;
			link moveTo (stop.origin, 10);
			wait 10;
			player unlink();
	}
/* Created by [PF]JeffSkye Give Credits If Used In Any Map Or Mod */
}

weapon()
{
        level.weapon_trig = getEnt( "weapon_trig", "targetname"); //trigger
        jump = getEnt( "weapon1", "targetname" ); //jumper origin
        acti = getEnt( "weapon2", "targetname" ); //acti origin
 
        while(1)
{
                level.weapon_trig waittill( "trigger", player );
                if( !isDefined( level.weapon_trig ) )
                return; 
            
              level.knife_trig delete();
              level.sniper_trig delete();
			  level.old_trig delete();
			  level.ill_trig delete();
            
            
            player SetPlayerAngles( jump.angles );
                player setOrigin( jump.origin );
                player TakeAllWeapons();
                player GiveWeapon( "deserteagle_mp" ); //Gives player weapon
                player giveMaxAmmo( "deserteagle_mp" ); //Gives player ammo
            player switchToWeapon( "deserteagle_mp" ); //Makes player switch to weapon.
                player.maxhealth = 100; //Sets players health to normal.
               
               
                if( isDefined( level.activ ) && isAlive( level.activ ) )
{
 
               level.activ setPlayerangles( acti.angles );
                    level.activ setOrigin( acti.origin );
                    level.activ TakeAllWeapons();
                    level.activ GiveWeapon( "deserteagle_mp" );
                    level.activ giveMaxAmmo( "deserteagle_mp" );
               level.activ SwitchToWeapon( "deserteagle_mp" );
                    level.activ.maxhealth = 100;
                   
}
                 
                wait 0.05;
               
                iPrintLnBold( " ^4" + player.name + " ^7has chosen ^4Weapon ^7Room!" );
            player freezecontrols(true); //Freeze the players when someone enters the room for three seconds.
            level.activ freezecontrols(true);
            wait 1;
            player iPrintlnBold( "^13" );
            level.activ iPrintlnBold( "^13" );
            wait 1;
            player iPrintlnBold( "^32" );
            level.activ iPrintlnBold( "^32" );
            wait 1;
            player iPrintlnBold( "^51" );
            level.activ iPrintlnBold( "^51" );
            wait 1;
            player iPrintlnBold( "^6Fight^7!" );
            level.activ iPrintlnBold( "^6Fight^6!" );
            player freezecontrols(false); //Disables the freeze.
            level.activ freezecontrols(false);
                while( isAlive( player ) && isDefined( player ) )
                        wait 1;
}
}

sniper_s()
{
 trigger = getent("sniper_trig","targetname");
 trigger waittill("trigger", player);
 
 while(1)
 {
 ambientPlay("sniper_song");
 }
 
}

knife_s()
{
 trigger = getent("knife_trig","targetname");
 trigger waittill("trigger", player);
 
 while(1)
 {
 ambientPlay("knife_song");
 }
}

weapon_s()
{
 trigger = getent("weapon_trig","targetname");
 trigger waittill("trigger", player);
 
 while(1)
 {
 ambientPlay("weapon_song");
 }
}

old()
{
        level.old_trig = getEnt( "old_trig", "targetname"); //trigger
        jump = getEnt( "old1", "targetname" ); //jumper origin
        acti = getEnt( "old2", "targetname" ); //acti origin
 
        while(1)
{
                level.old_trig waittill( "trigger", player );
                if( !isDefined( level.old_trig ) )
                return; 
            
              level.knife_trig delete();
              level.sniper_trig delete();
              level.weapon_trig delete();
			  level.ill_trig delete();
            
            player SetPlayerAngles( jump.angles );
                player setOrigin( jump.origin );
                player TakeAllWeapons();
                player GiveWeapon( "deserteagle_mp" ); //Gives player weapon
                player giveMaxAmmo( "deserteagle_mp" ); //Gives player ammo
            player switchToWeapon( "deserteagle_mp" ); //Makes player switch to weapon.
                player.maxhealth = 100; //Sets players health to normal.
               
               
                if( isDefined( level.activ ) && isAlive( level.activ ) )
{
 
               level.activ setPlayerangles( acti.angles );
                    level.activ setOrigin( acti.origin );
                    level.activ TakeAllWeapons();
                    level.activ GiveWeapon( "knife_mp" );
                    level.activ giveMaxAmmo( "knife_mp" );
               level.activ SwitchToWeapon( "knife_mp" );
                    level.activ.maxhealth = 100;
                   
}
                 
                wait 0.05;
               
                iPrintLnBold( " ^4" + player.name + " ^7has chosen ^4Old ^7Room!" );
            player freezecontrols(true); //Freeze the players when someone enters the room for three seconds.
            level.activ freezecontrols(true);
            wait 1;
            player iPrintlnBold( "^13" );
            level.activ iPrintlnBold( "^13" );
            wait 1;
            player iPrintlnBold( "^32" );
            level.activ iPrintlnBold( "^32" );
            wait 1;
            player iPrintlnBold( "^51" );
            level.activ iPrintlnBold( "^51" );
            wait 1;
            player iPrintlnBold( "^6Fight^7!" );
            level.activ iPrintlnBold( "^6Fight^6!" );
            player freezecontrols(false); //Disables the freeze.
            level.activ freezecontrols(false);
                while( isAlive( player ) && isDefined( player ) )
                        wait 1;
}
}

secret()
{
 trig = getent("secret_trig","targetname");
 origin1 = getent("secret_origin","targetname");
 
 for(;;)
 {
  trig waittill("trigger", player);
  player iPrintLnBold("You entered secret!");
  player setOrigin(origin1.origin);
 }
}

send()
{
 trig = getent("send_trig","targetname");
 origin1 = getent("send_origin","targetname");
 
 for(;;)
 {
  trig waittill("trigger", player);
  player playsound("lose");
  player setOrigin(origin1.origin);
 }
}

done()
{
 trig = getent("done_trig","targetname");
 origin1 = getent("done_origin","targetname");
 
 for(;;)
 {
  trig waittill("trigger", player);
  iPrintLnBold( " ^4" + player.name + " ^7has finished ^1Secret! " );
  player setOrigin(origin1.origin);
  player GiveWeapon( "deserteagle_mp" ); 
  wait 1;
  player giveMaxAmmo( "deserteagle_mp" );
 }
}

spinner()
{
 platform = getent("spinner","targetname");
 
 while(1)
 {
  platform rotateYaw(360,4);
  wait 4;
  platform rotateYaw(360,4);
  wait 4;  
 }
}

ill()
{
        level.ill_trig = getEnt( "ill_trig", "targetname"); //trigger
        jump = getEnt( "ill1", "targetname" ); //jumper origin
        acti = getEnt( "ill2", "targetname" ); //acti origin
 
        while(1)
{
                level.ill_trig waittill( "trigger", player );
                if( !isDefined( level.ill_trig ) )
                return; 
            
              level.knife_trig delete(); 
              level.old_trig delete();
              level.weapon_trig delete();
			  level.sniper_trig delete();
            
            player SetPlayerAngles( jump.angles );
                player setOrigin( jump.origin );
                player TakeAllWeapons();
                player.maxhealth = 100; //Sets players health to normal.
               
               
                if( isDefined( level.activ ) && isAlive( level.activ ) )
{
 
               level.activ setPlayerangles( acti.angles );
                    level.activ setOrigin( acti.origin );
                    level.activ TakeAllWeapons();
               level.activ SwitchToWeapon( "deserteagle_mp" );
                    level.activ.maxhealth = 100;
                   
}
                 
                wait 0.05;
               
                iPrintLnBold( " ^4" + player.name + " ^7has chosen ^4BrainFuck ^7Room!" );
            player freezecontrols(true); //Freeze the players when someone enters the room for three seconds.
            level.activ freezecontrols(true);
            wait 1;
            player iPrintlnBold( "^13" );
            level.activ iPrintlnBold( "^13" );
            wait 1;
            player iPrintlnBold( "^32" );
            level.activ iPrintlnBold( "^32" );
            wait 1;
            player iPrintlnBold( "^51" );
            level.activ iPrintlnBold( "^51" );
            wait 1;
            player iPrintlnBold( "^6Fight^7!" );
            level.activ iPrintlnBold( "^6Fight^6!" );
            player freezecontrols(false); //Disables the freeze.
            level.activ freezecontrols(false);
                while( isAlive( player ) && isDefined( player ) )
                        wait 1;
}
}

giver_ill()
{
	trig = getEnt( "give_trig", "targetname" ); 

	for(;;)
	{
		trig waittill( "trigger", player);

		player giveWeapon( "colt44_mp" );
		player giveMaxAmmo( "colt44_mp" );
		player switchToWeapon( "colt44_mp" );
	}
}

send1()
{
 trig = getent("sender1_trig","targetname");
 origin1 = getent("send1_origin","targetname");
 
 for(;;)
 {
  trig waittill("trigger", player);
  player setOrigin(origin1.origin);
 }
}

send2()
{
 trig = getent("sender2_trig","targetname");
 origin1 = getent("send2_origin","targetname");
 
 for(;;)
 {
  trig waittill("trigger", player);
  player setOrigin(origin1.origin);
 }
}

bounce()
{
 trig = getent("bounce_trig","targetname");
 platform = getent("bounce","targetname");
 trig waittill("trigger");
 trig delete();
 
 while(1)
 {
 platform rotateYaw(360,2);
 wait 3;
 platform rotateYaw(360,2);
 wait 3;
 }
}
  
ill_s()
{
 trigger = getent("ill_trig","targetname");
 trigger waittill("trigger", player);
 
 ambientPlay("ill_song");
}
 
 
 
0

Share this post


Link to post
Share on other sites

Looks like it's in an infinite loop. You can try adding a wait command after each AmbientPlay functions.

 

music()
{
while(1)
    {
    
ambientPlay("songa");
wait .1;

    }
}
0

Share this post


Link to post
Share on other sites

The main song works but when I chose a room my FPS drop to like 6 FPS and the song is laggy.... Can you look at my gsc? Maybe I could have added the music to the room differently?

0

Share this post


Link to post
Share on other sites

Add an ambientstop(2); before the ambient plays perhaps. The (2) represents the fade time. You shouldn't even need the ambients in the endrooms, in a while loop.

0

Share this post


Link to post
Share on other sites

Now it doesn't lagg or anything but the music in the ednrooms isn't playing....... I am confused...

0

Share this post


Link to post
Share on other sites

Stop trying to loop a function that loops by itself anyway

0

Share this post


Link to post
Share on other sites

What? I am sorry but can you explain what I am doing wrong? I am a noob in scripting....

0

Share this post


Link to post
Share on other sites
music()
{

ambientStop(2);
wait 2;    
ambientPlay("songa");
wait .1;

}

use this

 

Thanks man :D

0

Share this post


Link to post
Share on other sites
music()
{

ambientStop(2);
wait 2;    
ambientPlay("songa");
wait .1;

}

use this

 

is it gonna loop?

 

0

Share this post


Link to post
Share on other sites

is it gonna loop?

No, there is no while(1) or for(;;) function

0

Share this post


Link to post
Share on other sites

No, there is no while(1) or for(; ;) function

the correct answear is, no, because it isn't needed.

0

Share this post


Link to post
Share on other sites

the correct answear is, no, because it isn't needed.

But I want my music to loop. How do i do that???

0

Share this post


Link to post
Share on other sites

in the CSV.

 

name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,volumefalloffcurve,startdelay,speakermap,reverb,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage
0

Share this post


Link to post
Share on other sites

In the csv set it to 'looping' and in the gsc just to playLoopedSound( "blah" ); or ambientPlay( "blah" );

 

inb4 someone corrects me cause im wrong

0

Share this post


Link to post
Share on other sites

 

in the CSV.

 

name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,volumefalloffcurve,startdelay,speakermap,reverb,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage
0

Share this post


Link to post
Share on other sites

In the csv set it to 'looping' and in the gsc just to playLoopedSound( "blah" ); or ambientPlay( "blah" );

 

inb4 someone corrects me cause im wrong

And what is the difference between playLoopedSound and ambientPlay? Isn't playLoopedSOUND played only to one player or something?

0

Share this post


Link to post
Share on other sites

You can only have one Ambient playing at a time (usually used as the music in your map), where as play sound can have more than one instance of it playing at a time, which is usually used for map sounds like traps activating or for small things happening such as pipes leaking or barrels exploding etc :)

 

TL;DR

 

AmbientPlay is for ambience in a map and can only have one playing at a time (background music)

PlaySound is to play sounds that have no limit on how many can play at once whether there is an ambient or not.

0

Share this post


Link to post
Share on other sites

You can only have one Ambient playing at a time (usually used as the music in your map), where as play sound can have more than one instance of it playing at a time, which is usually used for map sounds like traps activating or for small things happening such as pipes leaking or barrels exploding etc :)

 

TL;DR

 

AmbientPlay is for ambience in a map and can only have one playing at a time (background music)

PlaySound is to play sounds that have no limit on how many can play at once whether there is an ambient or not.

Thanks :D

0

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.
Sign in to follow this  
Followers 0