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Technical forum / Re: sound entity dont want play
« on: November 27, 2005, 04:16:28 PM »
great thanks :-)
Forum rules - please read before posting, it can save you a lot of time.
global feuer;
// used for determine which scene is active
Scene.name = "Raum1";
// default values
if(Stateraum1==null)
{
Stateraum1.Visited = false;
Scene.CreateEntity("knistern");
feuer.brennt = true;
// add scene states here
}
////////////////////////////////////////////////////////////////////////////////
// setup scene according to state variables
if(feuer.brennt)
{
var firedummy = Scene.GetNode("knistern");
firedummy.PlaySound("sounds\feuerknistern-02.ogg",true); // this line only works the first time??
}
////////////////////////////////////////////////////////////////////////////////
if(!Stateraum1.Visited)
{
// this is our first visit in this scene...
}
var fire = Scene.GetNode("firesound");
fire.PlaySound();
Game.PlaySound("sounds\feuerknistern-02.ogg",true);
var firedummy = Scene.CreateEntity();
firedummy.PlaySound("sounds\feuerknistern-02.ogg");
global seilwinde;
var seilwind = Scene.GetNode("seilwinde_ani");
var seilwindesprite = seilwind.GetSpriteObject();
if(!seilwinde.finish)
{
seilwindesprite.Pause(); // ani is in initialstanding at frame 1
}
else
{
seilwindesprite.[glow=red,2,300]SetFrame[/glow](30); <- i need a method similar to this, to set the ani to frame 30
}