Difference between revisions of "PhysicalSounds"
m |
(→Use) |
||
Line 1: | Line 1: | ||
− | |||
− | |||
==About== | ==About== | ||
Line 33: | Line 31: | ||
<Kickable-Object name>: | <Kickable-Object name>: | ||
physical: | physical: | ||
− | sndgroup: (metal|grass|wood|stone|< | + | sndgroup: (metal|grass|wood|stone|<int>(advanced users only)) |
− | impact: <your random sound emitter name ( | + | impact: <your random sound emitter name (don't use this var if you don't want any)> |
− | slide: <your random sound emitter name ( | + | slide: <your random sound emitter name (don't use this var if you don't want any)> |
Now, since you most likely don't want your object to make sounds elsewhere while you play with it you'll need to parent the emitter to the kickable object. To do this you first select the emitter, then you select the kickable and press CTL+P then press ok. | Now, since you most likely don't want your object to make sounds elsewhere while you play with it you'll need to parent the emitter to the kickable object. To do this you first select the emitter, then you select the kickable and press CTL+P then press ok. | ||
Line 43: | Line 41: | ||
<Ground-Object name>: | <Ground-Object name>: | ||
physical: | physical: | ||
− | sndgroup: (metal|grass|wood|stone|< | + | sndgroup: (metal|grass|wood|stone|<int>(advanced users only)) |
That's everything. Not that much to this is there? ;) | That's everything. Not that much to this is there? ;) |
Revision as of 19:24, 9 July 2008
About
Physical Sounds are used when you want to have a kickable make Impact and Sliding sounds when you hit or slide the object.
Use
Ok, you're going to want to start with an empty (your emitter), and then add a random-sound to the object. All we have to do is add the AlcScript#sound settings that we want for the multiple sounds to the "sounds" list. In most cases we'll want to use "static" sounds (you put the wav in the streaming cache for these). Here is an example of the random sound set up with two sounds--both static:
<Emitter-Object name>: type: randomsound randomsound: sounds: - SomeSound1: sound: file: SomeSoundBlock1 volume: 1.0 buffer: static - SomeSound2: sound: file: SomeSoundBlock2 volume: 1.0 buffer: static
As you can see, the stuff listed under "sounds" is exactly the same structure as with normal emitter settings.
Now that we have our random sound emitter we can start work on the actual physical sounds. :D
Here are the props for your physical object (say a beach-ball):
<Kickable-Object name>: physical: sndgroup: (metal|grass|wood|stone|<int>(advanced users only)) impact: <your random sound emitter name (don't use this var if you don't want any)> slide: <your random sound emitter name (don't use this var if you don't want any)>
Now, since you most likely don't want your object to make sounds elsewhere while you play with it you'll need to parent the emitter to the kickable object. To do this you first select the emitter, then you select the kickable and press CTL+P then press ok.
Now you need to add a sndgroup to the collider-ground:
<Ground-Object name>: physical: sndgroup: (metal|grass|wood|stone|<int>(advanced users only))
That's everything. Not that much to this is there? ;)