right. I'll try explain best I can. When you enter the room on the left the music starts and when you enter the room on the right it stops. I added switches so they turn on and off so the music doesn't keep spam repeating.
What's happening when I enter the left room the music starts. all good
when you enter the right room it fades out.. all good
when you enter back into the left room I hear the sound that you would normally hear when you press UseKey and no music starts. I might just be doing something wrong or there might be a better way to do this. my head is hurting now so its hard to think lol
All triggers and switches are set on infinite uses. Please Help awesome mappers
The event in room 1 is Music_Start, the event in room 2 is Music_Stop.
The two triggers either side of the door are 'One Way'.
The left one is only activated when you walk from room '2' into room '1' - this activates the music.
The right one is only activated when you walk from room '1' into room '2' - this de-activates the music.
[edit]
Oh and to stop the music looping I would just put in a delay linked from music_on to music_off with a delay time of the length of your song minus your fadeout time
[/edit]
OK I shall give it a try. I guess I'm a bit rusty, totally forgot about that hehe. Thanks allot for your time and comment I'll let you know if it works how I need it too
Edit: Wow Thank you very very much!! Really helped me out, It works just how I wanted it too! and it's much simpler way than mine hehe
Please tell me that those speech/think bubbles are not photoshopped and actually are part of the game! I LOVE THAT
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤
RED-FROG
Posted 28th Feb 2010 9:31am
L4Y Resident Post 5004 / 5258
freaking good old times...
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤
Sephiroth_RIC
Posted 28th Feb 2010 11:49am
L4Y Member Post 50 / 381
hehe, sadly they aren't in the map but hopefully someone will get an idea and maybe make a comic book themed map lol.
Anyway I was just wondering is there a way to make music fade in without having to edit the sound file? thank you for your time.
READ FOCTION!!!
RED-FROG
Posted 28th Feb 2010 11:53am
L4Y Resident Post 5005 / 5258
no idea about the fading but please think about it again and make the speech bubbles ingame. Or do you plan on making voice overs? Then forget what I said
If you need help on making the bubbles, just check out the maps of lego. ^^
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤
Beatonator
Posted 1st Mar 2010 2:21pm
Post 3323 / 3716
What about using an inverted Music_Stop event? Would that work?
Trying to find old players. Anyone about? Drop me a PM or reply to this thread: >Link< (or head over to RFrun.net's comment section!)
RF Grim Reaper
Posted 1st Mar 2010 5:01pm
L4Y Member Post 880 / 902
I tried that out Beat, it didn't work. I don't think there is any way of doing it with events unfortunately
Trying to find old players. Anyone about? Drop me a PM or reply to this thread: >Link< (or head over to RFrun.net's comment section!)
Sephiroth_RIC
Posted 1st Mar 2010 8:50pm
L4Y Member Post 52 / 381
don't think you can make it loop custom .wav
READ FOCTION!!!
Spikey2005
Posted 2nd Mar 2010 10:41am
L4Y Member Post 1567 / 2126
Yeah, you cant make custom wav files loop because all of RF's wav sounds are listed to loop. If there was a way to add a custom wav to something like a txt file that specifies when it loops, that would make things a little easier.
In theory, you should just be able to add them to bluebeard.bty, I haven't tested it though since it's fairly worthless. You can't distribute a custom bluebeard.bty with your mod
For anyone reading this in 2019 or later: The RF community is alive on the Community Discord
I still want to know, is it possible to get the sounds to work in RED? Goober, Is trot looking into getting that feature into place, where you have a preview button next to sound properties? It would be a great to get it working.