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Re: [REFERENCE] Here's a list of all pre-defined sounds in L

Posted: Tue Nov 18, 2014 11:51 pm
by NutJob
Extremely useful and worth a bump to just say thanks. Before I caught this thread it was a huge pain in the butt. Also, thank you JKos, very helpful to just c/p real fast testing for the right sound.

Re: [REFERENCE] Here's a list of all pre-defined sounds in L

Posted: Sun Nov 30, 2014 6:57 am
by TheLastOrder
Any idea about how to do that a sound makes its sounds in a specific point of a map (because what I'm noticing is that playSound("key_lock") in a script, activated when I push a lever, sounds always in my the position of the party...)
Thanks guys

Re: [REFERENCE] Here's a list of all pre-defined sounds in L

Posted: Sun Nov 30, 2014 8:27 am
by ninjanerdbgm
TheLastOrder wrote:Any idea about how to do that a sound makes its sounds in a specific point of a map (because what I'm noticing is that playSound("key_lock") in a script, activated when I push a lever, sounds always in my the position of the party...)
Thanks guys
You can use playSoundAt("sound_name", level, x, y)

Re: [REFERENCE] Here's a list of all pre-defined sounds in L

Posted: Mon Dec 01, 2014 12:47 am
by TheLastOrder
ninjanerdbgm wrote:
TheLastOrder wrote:Any idea about how to do that a sound makes its sounds in a specific point of a map (because what I'm noticing is that playSound("key_lock") in a script, activated when I push a lever, sounds always in my the position of the party...)
Thanks guys
You can use playSoundAt("sound_name", level, x, y)
Great. Thanks a lot NinjaNerdbgm!

Re: [REFERENCE] Here's a list of all pre-defined sounds in LoG 2

Posted: Sat Nov 17, 2018 5:21 pm
by Halluinoid
playSound("beacon_furnace_activate") is pretty incredible, love that, great list for sure

Re: [REFERENCE] Here's a list of all pre-defined sounds in LoG 2

Posted: Sat Nov 17, 2018 9:54 pm
by KhrougH
:mrgreen:
Oooohhh yeahhhh
Thanks a lot. That's a great job.i want to taste those sound as soon as possible.

Re: [REFERENCE] Here's a list of all pre-defined sounds in LoG 2

Posted: Mon Jan 28, 2019 6:40 pm
by Halluinoid
playSound("power_gem_ambient")
end

make a fantastic sound in the game, but just never stops which is not good :oops:

Re: [REFERENCE] Here's a list of all pre-defined sounds in LoG 2

Posted: Mon Jan 28, 2019 8:29 pm
by Isaac
Bear in mind that you cannot use stereo sounds for playSoundAt().

Re: [REFERENCE] Here's a list of all pre-defined sounds in LoG 2

Posted: Mon Jan 28, 2019 11:37 pm
by THOM
Halluinoid wrote: Mon Jan 28, 2019 6:40 pm playSound("power_gem_ambient")
end

make a fantastic sound in the game, but just never stops which is not good :oops:

You can redefine the same file as a new sound for the game. And use it than without the loop. (Might sound weird though...)

Re: [REFERENCE] Here's a list of all pre-defined sounds in LoG 2

Posted: Tue Nov 24, 2020 11:53 pm
by ratman
Is there a sound that would go good with an earthquake?

Also this is there something wrong with this script? it gives error 'stack overflow'

Code: Select all

function playSound()
playSound("blob_launch")
end
edit: never mind, for some reason it didn't like the capital in the function name.