ccstudent2004 on 8/3/2005 at 19:39
As you can probably tell, I don't have the best of luck with sounds =) Is there a way to make a sound stop looping after the first loop without having another trigger?
What I've done is made my own triggerscript that has a sound play when the player passes through the volume it is assigned to (the sound is the m09softknocking or something of the sort.) However, after the player has passed through the volume, the sound just continues looping, and I really only want it to play through once. I've tried changing the sound's properties...unchecking both loop options, changing the schema times to 0, etc. So, is there a way to add a property to that sound so it only plays once, or do I need to do another volume and make another triggerscript so that when the player walks through it it will stop the sound identified by the first volume?
Zillameth on 8/3/2005 at 21:13
Add two actions at the end of your script:
- Delay [float] GAME seconds
- Finish playing the [name of your schema of choice] smoothly (finish current loop) on my object
First action makes sure your schema is played for at least [float] seconds. Some schemas start with several seconds of silence, so if you choose a small value, chances are you won't hear anything at all. Second action stops the sound.