non 3d sounds?

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barronvonburp
Posts: 30
Joined: Mon Jul 13, 2015 7:41 am

non 3d sounds?

Post by barronvonburp »

How would one make a sound non 3d? Without using ambient tracks.
minmay
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Joined: Mon Sep 23, 2013 2:24 am

Re: non 3d sounds?

Post by minmay »

set the soundType field of the SoundComponent to "ambient" in its definition, or use SoundComponent:setSoundType("ambient") at runtime, or use the playSound() global function
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barronvonburp
Posts: 30
Joined: Mon Jul 13, 2015 7:41 am

Re: non 3d sounds?

Post by barronvonburp »

minmay wrote:set the soundType field of the SoundComponent to "ambient" in its definition, or use SoundComponent:setSoundType("ambient") at runtime, or use the playSound() global function
Dont know how to use playsound() can you eplain it?
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Isaac
Posts: 3192
Joined: Fri Mar 02, 2012 10:02 pm

Re: non 3d sounds?

Post by Isaac »

barronvonburp wrote:
minmay wrote:set the soundType field of the SoundComponent to "ambient" in its definition, or use SoundComponent:setSoundType("ambient") at runtime, or use the playSound() global function
Dont know how to use playsound() can you eplain it?
In script: Simply type playSound("party_fall")

Use the name of any defined sound in the quotes.
(This can be tested out in the console as well.)
barronvonburp
Posts: 30
Joined: Mon Jul 13, 2015 7:41 am

Re: non 3d sounds?

Post by barronvonburp »

Isaac wrote:
barronvonburp wrote:
minmay wrote:set the soundType field of the SoundComponent to "ambient" in its definition, or use SoundComponent:setSoundType("ambient") at runtime, or use the playSound() global function
Dont know how to use playsound() can you eplain it?
In script: Simply type playSound("party_fall")

Use the name of any defined sound in the quotes.
(This can be tested out in the console as well.)
How would i make it so it runs the script to play the dialog when X is activated?
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Isaac
Posts: 3192
Joined: Fri Mar 02, 2012 10:02 pm

Re: non 3d sounds?

Post by Isaac »

You'll have to be a little more specific about what X is, and what you are trying to do.

If X triggers a script function, then you can place the playSound call in that script function, and it will play the sound when called.
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