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Author Topic: snoring scene entity  (Read 3948 times)

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fireside

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snoring scene entity
« on: October 25, 2007, 04:08:44 AM »

I have a scene entity that I want to appear snoring with two sprites with sounds, one for one part of the snore and one for the other part of the snore.  I want this to be free from anything else going on in the scene.  Any suggestions for the best way to do that?
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sychron

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Re: snoring scene entity
« Reply #1 on: October 25, 2007, 08:32:52 AM »

Animate the snoring entity as a sprite with at least two frames: snore start and snore end. Then attach scripts to this two sprite frames to play the sound. So whenever the anim loop reaches snore start, the first snore-sound will be played, and when it reaches snore end, the other will be played. Then set the frame times so that both sounds can play full length.

So each entity is snoring independent, you can even make them snore with different timing by animating one entity a little bit slower, which will make the scene less static.
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fireside

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Re: snoring scene entity
« Reply #2 on: October 25, 2007, 10:57:48 AM »

When I've been attaching scripts up to now, I've just been using events.  Can I just write a loop then with no event?
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maze

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Re: snoring scene entity
« Reply #3 on: October 25, 2007, 11:09:39 AM »

I think you don't need a script at all.

Just take a closer look to SpriteEdit. You could add a sound to each frame in SpriteEdit.
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fireside

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Re: snoring scene entity
« Reply #4 on: October 25, 2007, 11:12:12 AM »

O.K.  I'll check that out.  Glad sychron mentioned that though, because I thought the scripts had to use events.  Thanks for the help.
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maze

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Re: snoring scene entity
« Reply #5 on: October 25, 2007, 11:52:02 AM »

Sure you can write a loop whitout an event. Just leave it out.
A script would be a better solution, cause you could make the snore with random sounds/sprite changes.
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