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non 3d sounds?

Posted: Tue Jul 21, 2015 7:26 am
by barronvonburp
How would one make a sound non 3d? Without using ambient tracks.

Re: non 3d sounds?

Posted: Tue Jul 21, 2015 7:58 am
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

Re: non 3d sounds?

Posted: Tue Jul 21, 2015 8:39 am
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?

Re: non 3d sounds?

Posted: Tue Jul 21, 2015 9:27 am
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.)

Re: non 3d sounds?

Posted: Tue Jul 21, 2015 10:22 am
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?

Re: non 3d sounds?

Posted: Tue Jul 21, 2015 6:00 pm
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.