Do play_track and stop_all_sounds work now?

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sjmind

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Do play_track and stop_all_sounds work now?
If yes then
    how to use them
else
    when will them work
end if         
 
Yes, although for one of my songs weird stuff happens.  It plays fine(quality and how loud it is) in game menus, ok in dialog, horrible on the map (barely can hear it), and not at all in scenes that are not in a building.  This is the only song that it does this for.  I have tried it in mp3 and ogg and I might try wav next, but I have had no luck with it yet.

This is the code which goes in a conditions or consequence block, ie:

(
    "start_game_1",0,
    "Welcome, to Mount&Blade: Before you start the game, you must create a character. To begin, select your character's gender.",
    "none",
    [(play_track,"track_youtrackhere"),
       
        ],
    [
      ("start_male",[],"Male",
      [
          (troop_set_type,"trp_player",0),
          (assign,"$character_gender",0),
          (assign, "$character_race", 0),
          (play_track,"track_anothertrackhere"),
          (jump_to_menu,"mnu_start_game_intro"),
        ]
      ),
 
thx

But I still want to know whether stop_all_sounds works now and Another question:

if I wrote codes like these:
          (play_track,"track_a"),
          (play_track,"track_b"),
then would it play only track_b or play track_a and track_b together?

Anyway, thx a lot.
 
sjmind 说:
thx

But I still want to know whether stop_all_sounds works now and Another question:

if I wrote codes like these:
          (play_track,"track_a"),
          (play_track,"track_b"),
then would it play only track_b or play track_a and track_b together?

Anyway, thx a lot.

Both would play at once and stop all sounds stop both music and any other sound playing.
 
For me only 1 plays at a time and the next one starts after the current one finishes.  I know this because:
插入代码块:
("sail_from_port",[(party_slot_eq,"$current_town",slot_party_type, spt_town),
                         #(eq, "$cheat_mode", 1),
                         # sailing in sea
                         (eq, "$can_sail", 1),
                         (eq, "$ship_out", 0),
                         (party_get_slot, ":shore", "$current_town", slot_town_near_shore),
                         (eq, ":shore", 1),
#                         (party_slot_eq,"$current_town",slot_town_near_shore, 1),
                         ], "Sail from port.",
       [(assign, "$g_player_icon_state", pis_ship),
        (party_set_flags, "p_main_party", pf_is_ship, 1),
        (party_get_position, pos1, "p_main_party"),
        (map_get_water_position_around_position, pos2, pos1, 6),
        (party_set_position, "p_main_party", pos2),
        (assign, "$ship_out", 1),
        (assign, "$g_main_ship_party", -1),
        (stop_all_sounds, 1), # 0 = default, 1 = fade out current track, 2 = stop current track
        (play_track,"track_ocean_travel"),
        (change_screen_return),
        ]),
The stop all sounds does not work and the current track continues to play and ocean_travel plays after the current one finishes.  Can anyone else get stop all sounds to work?  I have tried 0,1, and 2 and neither work for me.
 
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