Ability to stop a sound in ACS

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MartinHowe
Posts: 1958
Joined: Mon Aug 11, 2003 1:50 pm
Location: Waveney, United Kingdom

Ability to stop a sound in ACS

Post by MartinHowe »

I am having trouble with a custom monster action function because if the monster's state changes while a sound is being played, the sound just keeps playing until it is finished. Unlike the original monsters, new monsters may need to speak actual sentences, rather than short grunts that are always guaranteed to play in 8 tics or less.

Inside the engine, IIRC you can start a sound and get a handle or channel number and stop the sound by handle or channel number if necessary.

Could this be added to the engine and ACC, please? How easy/difficult would it be?
ant1991331
Posts: 598
Joined: Fri Jun 24, 2005 3:19 am
Location: Makin tracks with jetboots

Post by ant1991331 »

try using an unused sound on the lst frame before changing states..................
like "misc/unused" which doesent exist so it plays nothing at all...........
if that dosent work......try "world/drip" unless youve assinged a sound for it
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MartinHowe
Posts: 1958
Joined: Mon Aug 11, 2003 1:50 pm
Location: Waveney, United Kingdom

Post by MartinHowe »

Oh, I've already used the silent sound from ZDOOM.WAD to silence A_Chase(). What cannot be done via ACS right now, as far as I can tell, is to explicitly stop a sound that is already started.
ant1991331
Posts: 598
Joined: Fri Jun 24, 2005 3:19 am
Location: Makin tracks with jetboots

Post by ant1991331 »

aahhhhh, acs, i new to that...

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