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Re: adding custom sound to a secret

Posted: Sun Oct 21, 2012 3:49 am
by Neikun
IronMaiden wrote:
Neikun wrote:Which did it? The min distance?
the function code you gave me did it :) it activates via a pressure plate as i enter the loot room and the entire song plays :))
I'm glad it did. Though I'm not entirely sure what was different lol

Re: adding custom sound to a secret

Posted: Sun Oct 21, 2012 4:00 am
by IronMaiden
Neikun wrote:
IronMaiden wrote:
Neikun wrote:Which did it? The min distance?
the function code you gave me did it :) it activates via a pressure plate as i enter the loot room and the entire song plays :))
I'm glad it did. Though I'm not entirely sure what was different lol

mine looked like this:

function playsound()
playSound("Invader")

end

Re: adding custom sound to a secret

Posted: Sun Oct 21, 2012 11:21 am
by JohnWordsworth
I wonder if perhaps 'playsound' is sacrosanct in some way, and you were essentially trying to redefine an internal function called 'playsound' with your function definition? By renaming it to 'invadersound' you might have avoided that clash. Just a thought as to the mystery!

Re: adding custom sound to a secret

Posted: Sun Oct 21, 2012 11:53 am
by Komag
yeah, that's one problem that crops up now and then, the accidental reuse of some term or name, such as naming an entity and function the same thing, or in this case, naming a function the same as some other command that already exists.

Re: adding custom sound to a secret

Posted: Sun Oct 21, 2012 1:12 pm
by Neikun
That's what I thought, though I thought I had already brought up that point earlier in the thread too.

Re: adding custom sound to a secret

Posted: Mon Oct 22, 2012 12:44 am
by HaunterV
will this work with monsters going hostile?

Re: adding custom sound to a secret

Posted: Mon Oct 22, 2012 1:19 am
by HaunterV
i can get playSound("torch_burning") to work in a SE but not playSoundAt("torch_burning", 11, 9)