Product Chat / This is for people wanting a load sound command!

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DVader
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Posted: 6th May 2016 16:55 Edited at: 6th May 2016 16:56
Simple if you want one vote here. Lee always says if he sees demand for it he will add the command. I think it's a no brainer, it's a useful command and helps keep things tidier than having to mess around with multiple entities for their sound slots.

I have a few scripts now that would really benefit from having their own unique sounds on top of the objects defaults Alien Invasion for instance uses 3 or 4 objects for it's sound effects, not ideal.

I'm sure if we get enough people saying they would like it, it will get added


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Bored of the Rings
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Posted: 6th May 2016 17:02
yes definitely, a must !
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Jerry Tremble
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Posted: 6th May 2016 17:03
You got my vote!
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Belidos
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Posted: 6th May 2016 17:09
Better still, send an email to Lee, if he gets enough emails he'll do it :p

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smallg
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Posted: 6th May 2016 18:24
would be nice, +1
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
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PartTimeCoder
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Posted: 6th May 2016 22:16
+ 3, myself, my 11yo daughter and my brother all agree that sound commands are very much needed.

btw Lee, (if you read this) has to be said, that ambient occlusion shader you was working on looked superb and really sticks it to those bad reviews, add sound commands into the mix and we have one heck of an unscheduled update and the EBE is still yet to come

if you do decide to add the lua commands for sound is there any chance you can revisit the sprite functions and add a SetSpriteVisible or SetSpriteAlpha so we can hide a sprite without having to move it and log positions, its cumbersome and a pain, and you did hint in a earlier twitch video (on huds I think) that there should be a way to hide the sprite and if enough people ask you'll add one ....... seems the right place to mention it
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brco900033
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Posted: 6th May 2016 22:29
PartTimeCoder: You can easily hide a sprite using SetSpriteColor(sprite,255,255,255,0). To make it visible again: SetSpriteColor(sprite,255,255,255,255).

That works for me, I hope it can be of any use.
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Corno_1
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Posted: 6th May 2016 22:42
@Parttimecoder like brco said: SetSpriteColor: SetSpriteColor ( mySprite , red , green, blue, alpha )

+1 for load sounds
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PartTimeCoder
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Posted: 6th May 2016 22:56
omg I been setting up arrays to store sprite locations for hiding sprites for months off the back of Lee's twitch video and the function I needed was already there, shame on Lee for misleading us (ok, maybe just me) and double shame on me for not figuring this out afterwards! lol
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Pirate Myke
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Posted: 7th May 2016 12:38
Load sound commands +1
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Johno 15
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Posted: 7th May 2016 12:42
Without a doubt they're very much needed +1 from me!!!!
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Teabone
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Posted: 7th May 2016 20:59
Oh man.. I cannot express how much I would love this. I really want to start creating more story driven projects and its very hard to do that with the sound limitations. Especially for dialogue. This is the actually only one major part of GG that is missing that makes me a bit discouraged from going full force on any game project.

So you have my vote +1
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OldFlak
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Posted: 7th May 2016 23:24
Load sound - well - definitely a no-brainer

Also a command for fade-in, and fade-out, based on distance to an object - and also a marker for the same thing.

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Shadow man
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Posted: 8th May 2016 00:04
Yep,.........I,m fed up with the voting board, so +1 for the most important things.
And fingers crossed,.........lights next,........so come on Lee, never mind the "Democratic"
way, do it the right way,..........you know it makes sense.
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HarryWever
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Posted: 8th May 2016 12:31
+1

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Anubis
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Posted: 8th May 2016 12:34
yes, please. bring the noise
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3com
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Posted: 8th May 2016 13:45
LoadSound++

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Tarkus1971
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Posted: 9th May 2016 12:43
yes to loadsound +1
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Belidos
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Posted: 9th May 2016 16:16 Edited at: 9th May 2016 16:23
I'd definitely support the implementation of this for sure.

But what I personally would rather see would be some kind of script "slots" built into the level editor, so you can add scripts that effect the whole level without using the resources of having to add it to an object.

e.g. HUD scripts, background music scripts, inventory scripts and so on.

Each slot could have a set of entity properties, including sound, video, image etc. and you could have + button to add more slots.

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3com
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Posted: 9th May 2016 17:21
Perhaps there should be some sort of "GlobalCallFunc[ ]" in global.lua, so we could do something like:

If playerDist>100 then
GlobalCallFunc["myscript.lua" ]
end

GlobalCallFunc[ ] will run the script, and these script do their job, anyway when done, it has to back to the caller script.

Each item being like standalone object, with their own properties/events and so on, would be nice, but ignore if possible here.

myItem.size = 100
myItem.color = rgb(0,0,0)
myItem.visible = true

and so on.

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LeeBamber
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Posted: 9th May 2016 21:19
Now that's what I call community response In BETA 4 you will find some new sound commands, here is a working script I will include with that build (up shortly):

-- LUA Script - globalsoundtests used to try out all Global Sound commands

function globalsoundtests_init(e)
LoadGlobalSound ( "audiobank\\misc\\ammo.wav", 1 )
LoadGlobalSound ( "audiobank\\misc\\bite.wav", 2 )
LoadGlobalSound ( "audiobank\\misc\\checkpoint.wav", 3 )
LoadGlobalSound ( "audiobank\\misc\\explode.wav", 4 )
LoadGlobalSound ( "audiobank\\misc\\weapon.wav", 5 )
LoadGlobalSound ( "audiobank\\misc\\health.wav", 6 )
DeleteGlobalSound ( 6 )
LoadGlobalSound ( "audiobank\\misc\\steam.wav", 6 )
end

function globalsoundtests_main(e)
PlayerDist = GetPlayerDistance(e)
if PlayerDist < 200 and g_PlayerHealth > 0 then
Prompt ( "Press Keys 1-6 to play global sounds. 7 to stop all" )
if g_Scancode == 2 then PlayGlobalSound ( 1 ) end
if g_Scancode == 3 then PlayGlobalSound ( 2 ) end
if g_Scancode == 4 then PlayGlobalSound ( 3 ) end
if g_Scancode == 5 then
if GetGlobalSoundExist ( 4 ) == 1 then
PlayGlobalSound ( 4 )
SetGlobalSoundSpeed ( 4, 66000 )
end
end
if g_Scancode == 6 then
if GetGlobalSoundPlaying ( 5 ) == 0 then
PlayGlobalSound ( 5 )
SetGlobalSoundVolume ( 5, 90 )
end
end
if g_Scancode == 7 then
if GetGlobalSoundLooping ( 6 ) == 0 then
LoopGlobalSound ( 6 )
end
end
if g_Scancode == 8 then
StopGlobalSound ( 1 )
StopGlobalSound ( 2 )
StopGlobalSound ( 3 )
StopGlobalSound ( 4 )
StopGlobalSound ( 5 )
StopGlobalSound ( 6 )
end
end
end
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synchromesh
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Posted: 9th May 2016 21:57 Edited at: 9th May 2016 23:14
Congratulations !! Dvader and everyone else .... you got it well done



...3rd person..... 3rd person..... 3rd person
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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3com
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Posted: 9th May 2016 23:25
Thanks a lot Lee + team, for listen us and a great job.
This open a new world around th quest style, amoung others.

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Teabone
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Posted: 10th May 2016 03:26
:o

I'm in shock. Lee your the greatest wow... looks like I got a lot playing around to do in the Game Guru sandbox
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PartTimeCoder
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Posted: 10th May 2016 09:34
Awesome, Thanks Lee

Quote: "But what I personally would rather see would be some kind of script "slots" built into the level editor"


That would be good to have in the editor for sure

Quote: "Perhaps there should be some sort of "GlobalCallFunc[ ]" "


you can load a script with loadfile/dofile and call its functions directly from anywhere in Lua, the only problem is you need to edit a default script to load your custom scripts and the default scripts get overwritten when validating or updating or load them from another custom script which kind of defeats the point, not only that, included scripts do not get carried over to standalone so the IDE needs a way to know about all the game scripts, being able to declare them in the IDE use them in code and copy them to standalone ... no more barrels, no more missing scripts lol

Quote: "Each item being like standalone object, with their own properties/events and so on"


you can structure your own Lua scripts to achieve this with functions tables, almost full OOP can be achieved in Lua but it starts to get a little complex, but take the below example, the object (or table) myTable contains all the function and script variables in one tidy package



Quote: "...3rd person..... 3rd person..... 3rd person"


HaHaHa! +1
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DVader
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Posted: 10th May 2016 16:47
That's awesome! I should have put this thread up months ago I'd start a third person one, except Lee never agreed to do anything in that area so far (beyond a few extra camera options at some point)


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synchromesh
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Posted: 10th May 2016 16:50
Quote: "I'd start a third person one, except Lee never agreed to do anything in that area so far (beyond a few extra camera options at some point)"


LOL ...No I don't think it will happen quite yet no matter what
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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0x7f
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Posted: 10th May 2016 17:13
thanks lee!
by the way, is the beta private or any way to get access ?
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Tarkus1971
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Posted: 11th May 2016 12:21 Edited at: 11th May 2016 12:23
what a fantastic set of commands Lee, thank you. One idea though LoopGlobalSound(), is it possible.

This would be good for switching on generators etc
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DVader
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Posted: 11th May 2016 16:07
@Tarkus1971. Isn't that already there? You must have missed it.


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3com
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Posted: 12th May 2016 15:47
Quote: "no more barrels"

Ya! that's the idea.

Quote: "almost full OOP can be achieved in Lua but it starts to get a little complex"

Yes I know, and most of these fuction should be added to the GG engine, or simply engine ignore them.
Recently I've dealing with 2 fuctions to get the "last screenshot path", to use it in save option, but engine simply ignore them.

Fortunatelly Lee solve it, adding new/useful Lua commands, Thanks Lee!!!!

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OldFlak
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Posted: 14th May 2016 12:28
@DVader - good call!

@LeeBamber - now that is the right response - you the man!!

Reliquia
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LeeBamber
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Posted: 24th May 2016 15:58
And that's the power of a community driven development - glad you like the commands, plenty more on the way (of course)
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