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Sound question


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Is it possible to do this?


SAY ~[GavSongS] Short dialog.~ [bGAV_24]


in one case and


SAY ~[GavSongL] The beginning of a longer conversation, like a LT.~ [bGAV_50]


and have both sounds play, without the second cutting out the first? Obviously, the first would be music, the second, a voice clip. I don't really want to be able to use shorter edits of the same piece of music for shorter conversations, longer edits for longer ones, but I don't want to have to redo the whole timed conversation script structure to do them one at a time.

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I don't think so, no. The sound will play until the game displays another string that has sound and will then cut the first sound. You can PlaySong() to get around this, but then you have to have actual music and start it before the dialogue (or as the first dialogue action, but I don't know if that'd work). (Running the "music" with a preemptory PlaySound() might work, but you'd have to test it.)


I'm guessing you don't want to add "Please allow the sound to play completely before pressing Continue" to your dialogues. ;)

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