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Sound question


berelinde

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Posted

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.

Posted

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. ;)

Posted

Oh, darn. It was worth a shot.

 

I imagine including PlaySound("xxxxx") in the script and then a tag at the end of the line does work, since I think it's been used before.

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