Re: How does PlaySnd work?
Try removing the last 8 lines. The trigger is stating that the sound will play on the first frame of this animation. As for volume, you could even remove that line, it does not make much of a difference.
Re: How does PlaySnd work?
I tried that and it didn't work still.
Re: How does PlaySnd work?
what about the value?? Is it correct?? Could you go to sounds and see the group and index numbers of the sound you want to play?? If it isnt 0 and 1 then change the numbers on value = s(group num),
(index num)
Re: How does PlaySnd work?
Yeah, the values I used are the same as the sounds group and index numbers in the same order.
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I just now got a better look at the files data under the group and index values, and it says that the duration is 0, but the file itself has a duration of 1 second. Does that mean something is wrong with the file?
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Wow I'm dumb lol. I figured out that I wasn't using the correct audio format. It was a wave file, but it wasn't 16-bit. Thanks for the help anyway!
Re: How does PlaySnd work?
Re: How does PlaySnd work?
I'd like to add a song to Akuma Good Ghost from Phantom.of.the.Server, modified by Beterhans. Right in the part that resurrects and regenerates both health and power.
Could you give me a hand? Please...
Re: How does PlaySnd work?
Re: How does PlaySnd work?
So, i'm not framilure with the Character, but I know exactly what you are asking.
So you have to find where the Move is in the Coding.
I believe you are looking for a short clip to play, while he is in that State?
I can't see why he might not already have a Song playing at that State to start with...
Maybe i'm thinking of a snd effect instead of a Song.
Good Luck, I would also need help with SND Files if I were to ever add SND Files to my Games.
SND = Sound, Sound FX, or Voice Overs by various Chars, it's in the Chars Folder right?
It can also be found in the Data Folder.
Re: How does PlaySnd work?
What I am looking for is that when Akuma is reviving a song is played that interrupts the one of the one who has the stage and that it stayed there until you finish with Akuma, in a few words ... I want to put a background song for when Akuma revives and I'm fighting again I already put a song to the char but I don't know what the code is like to place it on the CNS, nor do I know where in the CNS I should write it.
Re: How does PlaySnd work?
Quote:
Originally Posted by
Garen Stryker
What I am looking for is that when Akuma is reviving a song is played that interrupts the one of the one who has the stage and that it stayed there until you finish with Akuma, in a few words ... I want to put a background song for when Akuma revives and I'm fighting again I already put a song to the char but I don't know what the code is like to place it on the CNS, nor do I know where in the CNS I should write it.
you put it in the state where he's being revived in the CNS. You make a new state inside the stateID (state id is a beginning of each move in the cns of your character). Usually I just copy a SND state from anywhere else in the cns and you can just paste it in the stateid with the recovery you're trying to complete. Then change the value to whatever the sound's value is. The value is whatever you set it to be in the sound tab of fighter factory.
Re: How does PlaySnd work?
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Quote:
Originally Posted by
Pulloff
you put it in the state where he's being revived in the CNS. You make a new state inside the stateID (state id is a beginning of each move in the cns of your character). Usually I just copy a SND state from anywhere else in the cns and you can just paste it in the stateid with the recovery you're trying to complete. Then change the value to whatever the sound's value is. The value is whatever you set it to be in the sound tab of fighter factory.
I tried everything and couldn't, could you take a look at the char and help me? privately I will give you the link of the akuma I am talking about. :(
Re: How does PlaySnd work?
Quote:
Originally Posted by
Garen Stryker
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I tried everything and couldn't, could you take a look at the char and help me? privately I will give you the link of the akuma I am talking about. :(
I don't see why not. Pm it to me and I'll take a look later today or tomorrow (I'm on a computer at work rn) Before you do, a problem could be that you're clicking savall when you import the sound. Saveall doesn't respond to audio files and png files being uploaded into fighter factory. Instead, try uploading the audio in and clicking only on the save icon. Otherwise, pm me the link and I'll try to help.
Re: How does PlaySnd work?
Quote:
Originally Posted by
Pulloff
I don't see why not. Pm it to me and I'll take a look later today or tomorrow (I'm on a computer at work rn) Before you do, a problem could be that you're clicking savall when you import the sound. Saveall doesn't respond to audio files and png files being uploaded into fighter factory. Instead, try uploading the audio in and clicking only on the save icon. Otherwise, pm me the link and I'll try to help.
Oh great! Here is a link by MEGA, I thank you from the bottom of my heart. : ')
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Quote:
Originally Posted by
Pulloff
I don't see why not. Pm it to me and I'll take a look later today or tomorrow (I'm on a computer at work rn) Before you do, a problem could be that you're clicking savall when you import the sound. Saveall doesn't respond to audio files and png files being uploaded into fighter factory. Instead, try uploading the audio in and clicking only on the save icon. Otherwise, pm me the link and I'll try to help.
I have a problem sending you the link, I can't send you a message either. It seems to you if we speak by mail?
Re: How does PlaySnd work?
Quote:
Originally Posted by
Garen Stryker
Oh great! Here is a link by MEGA, I thank you from the bottom of my heart. : ')
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I have a problem sending you the link, I can't send you a message either. It seems to you if we speak by mail?
maybe your lurker status? send it to [email protected]
if you sent it I still didn't get it. Resend plz.
Re: How does PlaySnd work?
Don't forget you may also want to provide a Volume level for the SND given if required.
Sometimes it may work without it, & sometimes it wouldn't hurt to add it in just in case.
But they said exactly what I had also written. That it would likely go in the CNS File
under the Statedef or State where the Revival resides.
Also? You said you already put a Song in your Character. As an added Bonus,
did you also know that? You can give a Char more then 1 Song?
A Stage = Song in Stage.def (For Multi-Player Versus Mode)
A Char = Song in Select.def (For Story Mode)
A Special Case = Most likely A Song In Char.cns or Char.st or Char Statedef -3.cns / State -3.cns File (For Characters)
I can't exactly see anywhere else you would place a Song for a Char at.
Re: How does PlaySnd work?
I added a sound for TAUNT.. pls anyone tell me that how to end the sound of the char when it gets hurt or when canceling that particualr animation(taunt)..(that animation time is 40)..eg: when a char wants to roar(taunt), the sound must be off when the animation of roar is about to cancel by the user(takeing away the finger of that particular command key)
Re: How does PlaySnd work?
U can try to change the channel. First line of taunts statedef, type, channel = 2. Then in changestate, channel = 1. See if that works. Since you can't shut off any sound itself in the middle of it playing, you can instead change the channel so that the output ignores it on the next tick. It's the same method of stopping sfx when skipping over a character's intro.
Re: How does PlaySnd work?
It's possible to do this sort of thing, but all of your playsnds need to be well organized. Here's some examples from a character I did.
Code:
;Stop Speaking When Getting *** Kicked
[State -2, fix attempt]
type = StopSnd
trigger1 = MoveType = H
trigger1 = time = 0
channel = 3
So this first block says that if my state type is H (hurt), then stop all sounds on channel 3 (stopsnd). So this is only going to work if all of your chartacter's voice sounds are on channel 3. This also means that you need to manually specify another channel for any sounds that shouldn't be cancelled. In the example, I'm using this code in statedef -1 (CMD file) because it's being used for the following hurtsound code. For your taunt example, you will use a similar code, but it will be placed in the taunt as the first SCTRL, and you will use different triggers.
Code:
;Example sound cancel
[State 195, stop roaring]
type = StopSnd
trigger1 = time = 0
channel = 3
[State 195, now you can roar]
type = PlaySnd
trigger1 = time = 1 ;; Or whatever trigger you were using.
value = S195,1
channel = 3
In this case, we just want to make any voice sounds stop at the beginning of your taunt and play the roar when it's appropriate.
Code:
; Sound when getting hit
[State -2, ouch]
type = PlaySnd
triggerall = Time = 2
triggerall = random < 125
triggerall = Alive
triggerall = MoveType = H
triggerall = !GetHitVar(guarded)
triggerall = GetHitVar(hitshaketime) > 0
trigger1 = StateNo != [0,200]
trigger2 = StateNo != [5100,5150]
trigger3 = Anim != [0,200]
channel = 1
volumescale = 500
value = S2,7
So this whole bunch of mess is a code for randomly playing a sound when I get hit. Again, this would be in statedef -1 (CMD file), because I want it to want it to work even if I'm in some kind of custom state. I use a different sound channel because uhh...I forget why. Just trust me, I guess. We already stopped channel 3, so whatever. Anyways, there's a random trigger because you don't want to make a noise on literally every hurt state. I want to make sure that I'm not dead, and I'm actually being hit. I also specify a bunch of states that I don't want this sound to play in JUST IN CASE. Also, don't use volumescale = 500 on your character unless your gethit sound is that quiet. lol
Re: How does PlaySnd work?
I am having an issue where the playsnd in the intro plays the sound every animation's 1st frame.