[No] Ability to stop a sound in ACS

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Ability to stop a sound in ACS

Postby MartinHowe » Sun Jul 17, 2005 2:16 am

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?
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MartinHowe
In space, no-one can hear you KILL an ALIEN
 
Joined: 11 Aug 2003
Location: Waveney, United Kingdom

Postby ant1991331 » Sun Jul 17, 2005 2:25 am

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
ant1991331
Too quick.
 
Joined: 24 Jun 2005
Location: Makin tracks with jetboots

Postby MartinHowe » Sun Jul 17, 2005 4:11 pm

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.
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MartinHowe
In space, no-one can hear you KILL an ALIEN
 
Joined: 11 Aug 2003
Location: Waveney, United Kingdom

Postby ant1991331 » Tue Jul 19, 2005 4:36 am

aahhhhh, acs, i new to that...
ant1991331
Too quick.
 
Joined: 24 Jun 2005
Location: Makin tracks with jetboots


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