I have this code:
Code: Select all
:DoorOpenNormal
play doors/slow/open
playrepeat doors/slow/loop
stopsound doors/slow/stop
end
So, how do I get what I need, and what's the difference between play and playuntildone?
Moderators: GZDoom Developers, Raze Developers
Code: Select all
:DoorOpenNormal
play doors/slow/open
playrepeat doors/slow/loop
stopsound doors/slow/stop
end
The problem is, it doesn't work for me. There's a tiny but audible delay between the layered play sound (door starts moving), and the following playrepeat (door moving) sound, even though I checked in Audiacity, and there's no silence whatsoever in the files.Daryn wrote:What I ended up having to do was edit the sound and layer two sounds on top of each other.
Yeah, same result here. I think though, there's not much we can do about it. SNDSEQ seems pretty limited by what it can do. Depending on what you want to do, it might be possible to do a custom sound playback script that would fire the sounds you want and stop them when the door is finished opening. They'd have to play on a map spot rather than a sector's sequence, but that might work.Jekyll Grim Payne wrote:The problem is, it doesn't work for me. There's a tiny but audible delay between the layered play sound (door starts moving), and the following playrepeat (door moving) sound, even though I checked in Audiacity, and there's no silence whatsoever in the files.Daryn wrote:What I ended up having to do was edit the sound and layer two sounds on top of each other.