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Obecné fórum / Re: Happy birthday to Mnemonic
« on: June 23, 2007, 05:20:50 PM »
Happy birthday!
Best wishes to you for the next year and all the following.
Mac
Best wishes to you for the next year and all the following.
Mac
Game.PlaySound("schnakenfalle.ogg");
with the file in the root folder of our SoundFX package isn't even working.function Dialog_Standard()
{
// var Responses;
var Selected;
var Antwort;
var Time=Game.WindowsTime;
var Loop = true;
while(Loop)
{
// fill the response box
if(GameChapter==1) Game.AddResponse(0, "/techno0218/Du hast also entdeckt, daß Mount Spuck aktiv ist?");
if(GameChapter==2 && !Fertig_GangsterFinden) Game.AddResponse(0, "/techno0219/Was genau soll ich jetzt tun?");
Game.AddResponseOnceGame(1, "/techno0220/Was sind das alles für Geräte hier?");
Game.AddResponse(4, "/techno0221/Ich habe Dir genug Deiner kostbaren Zeit gestohlen.");
// let the player choose one
Selected = Game.GetResponse();
if(Selected==0)
{
if(GameChapter==1) {
actor.Talk("/techno0222/Du hast also entdeckt, daß Mount Spuck aktiv ist.","wi\looky\duhastalsoentdeckt.ogg");
.
.
.
it looks to me that it works fine. What wme version do you use?
22:07: Runtime error. Script 'scenes\room\scr\scene_init.script', line 61
22:07: Game.MusicCrossfade: Music crossfade is already in progress.
In this case, after the crossfade the music ends up playing at 60% volume of 60% (global) volume.That would explain why the changes of the music volume slider affects the music that MUCH that it does actually in our game. But to get back to the example: Even if you set the global music volume to say 10%, it's always played "loud" on a single Game.PlayMusicChannel() call. That can't have to do with crossfading, or did I get something wrong?