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| sound issues... http://www.fbacreator.com/fbaforum/viewtopic.php?f=5&t=130 |
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| Author: | freeko55 [ Thu Dec 04, 2008 1:59 am ] |
| Post subject: | sound issues... |
i have where it plays sound but i want to make it so that when i hold it down it keeps playing... this is what i have... if numkeypress( 81 ) > 1 then playsound(0) end if numkeypress( 81 ) == 0 then stopsound(0) end but when i hold it down it sounds horrible and distorted... |
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| Author: | evilmaio [ Thu Dec 04, 2008 8:45 am ] |
| Post subject: | Re: sound issues... |
Quote: Code: if numkeypress( 81 ) > 1 then playsound(0) but when i hold it down it sounds horrible and distorted... You should post more code in order to know what is going wrong, although I think your code is trying to play same sound a lot of time; try subst if numkeypress( 81 ) > 1 then playsound(0) with if numkeypress( 81 ) == 1 then playsound(0) Or anyway, be sure to play it just once Regards. |
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| Author: | freeko55 [ Thu Dec 04, 2008 9:46 pm ] |
| Post subject: | Re: sound issues... |
i want it to loop without heaving it start over (its an instrument sound), i want it so when i hold it down it loops but u cant hear the break in between each sound... and when i press it quick it should stop when i let up... |
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| Author: | evilmaio [ Thu Dec 04, 2008 10:59 pm ] |
| Post subject: | Re: sound issues... |
I didn't understand... can't you use the sound loop function provided by FBA? playsound(0, true) (true = play in loop) The way you're building your code, won't work |
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| Author: | freeko55 [ Fri Dec 05, 2008 7:51 pm ] |
| Post subject: | Re: sound issues... |
ill have to try... |
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| Author: | freeko55 [ Fri Dec 05, 2008 7:53 pm ] |
| Post subject: | Re: sound issues... |
i just did it so that when i pressed the button it played the sound exp... if numkeypress( 81 ) > 0 then playsound(0) end if numkeypress( 81 ) == 0 then stopsound(0) end |
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| Author: | evilmaio [ Sun Dec 07, 2008 6:22 pm ] |
| Post subject: | Re: sound issues... |
freeko55 wrote: i just did it so that when i pressed the button it played the sound exp... if numkeypress( 81 ) > 0 then playsound(0) end if numkeypress( 81 ) == 0 then stopsound(0) end I don't know the rest of your code, but if you put Quote: if numkeypress( 81 ) > 0 then playsound(0) end It will be continuosly played when you press the key.. Please post your full code |
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| Author: | freeko55 [ Sun Dec 07, 2008 11:26 pm ] |
| Post subject: | Re: sound issues... |
loadsound(0, "1.wav") loadsound(10, "2#.wav") loadsound(9, "3.wav") loadsound(11, "4.wav") loadsound(1, "5#.wav") loadsound(3, "6#.wav") loadsound(2, "7.wav") loadsound(4, "8.wav") loadsound(6, "9#.wav") loadsound(5, "10.wav") loadsound(8, "11#.wav") loadsound(7, "12.wav") loadsound(12, "13.wav") loadsound(22, "1.wav") loadsound(23, "2.wav") loadsound(24, "3.wav") loadsound(25, "4.wav") loadsound(26, "5.wav") loadsound(27, "6.wav") loadsound(13, "1.wav") loadsound(14, "2.wav") loadsound(15, "3.wav") loadsound(16, "5.wav") loadsound(17, "4.wav") loadsound(18, "6.wav") loadsound(19, "7.wav") loadsound(20, "claps001.wav") -- Drumloop -- loadsound(21, "breakbeat025.wav") -- Now for background image -- loadimage(0,"background.jpg" ) local last_key = 0 function onmainloop() clear(0,0,0) drawimage(0,0,0) if numkeypress( 81 ) > 0 then playsound(0, true) end if numkeypress( 81 ) < 1 then stopsound(0) playing = false end if numkeypress( 87 ) > 0 then playsound(1, true) end if numkeypress( 87 ) == 0 then stopsound(1) end if numkeypress( 69 ) > 0 then playsound(2, true) end if numkeypress( 69 ) == 0 then stopsound(2) end if numkeypress( 82 ) > 0 then playsound(3, true) end if numkeypress( 82 ) == 0 then stopsound(3) end if numkeypress( 84 ) > 0 then playsound(4, true) end if numkeypress( 84 ) == 0 then stopsound(4) end if numkeypress( 89 ) > 0 then playsound(5, true) end if numkeypress( 89 ) == 0 then stopsound(5) end if numkeypress( 85 ) > 0 then playsound(6, true) end if numkeypress( 85 ) == 0 then stopsound(6) end if numkeypress( 73 ) > 0 then playsound(7, true) end if numkeypress( 73 ) == 0 then stopsound(7) end if numkeypress( 79 ) > 0 then playsound(8, true) end if numkeypress( 79 ) == 0 then stopsound(8) end if numkeypress( 80 ) > 0 then playsound(9, true) end if numkeypress( 80 ) == 0 then stopsound(9) end if numkeypress( 65 ) > 0 then playsound(10, true) end if numkeypress( 65 ) == 0 then stopsound(10) end if numkeypress( 83 ) > 0 then playsound(11, true) end if numkeypress( 83 ) == 0 then stopsound(11) end if numkeypress( 68 ) > 0 then playsound(12, true) end if numkeypress( 68 ) == 0 then stopsound(12) end if numkeypress( 90 ) == 1 then playsound(13) end if numkeypress( 88 ) == 1 then playsound(14) end if numkeypress( 67 ) == 1 then playsound(15) end if numkeypress( 86 ) == 1 then playsound(16) end if numkeypress( 66 ) == 1 then playsound(17) end if numkeypress( 78 ) == 1 then playsound(18) end if numkeypress( 77 ) == 1 then playsound(19) end if numkeypress( 32 ) == 1 then playsound(20) end if numkeypress( 38 ) == 1 then playsound(21) end if numkeypress( 70 ) == 1 then playsound(22) end if numkeypress( 71 ) == 1 then playsound(23) end if numkeypress( 72 ) == 1 then playsound(24) end if numkeypress( 74 ) == 1 then playsound(25) end if numkeypress( 75 ) == 1 then playsound(26) end if numkeypress( 76 ) == 1 then playsound(27) end if numkeypress( 13 ) == 1 then playsound(28) end if numkeypress( 40 ) == 1 then quit() end function onbuttondown(key) last_key = key end end |
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| Author: | evilmaio [ Mon Dec 08, 2008 8:09 pm ] |
| Post subject: | Re: sound issues... |
Ok, as I thought..calling playsound in that way is not correct. FBA will start a new sound playing at every game step (that's why you hear that horrible sound). Be sure to play the sound just one time, eg: if numkeypress(x) = 1 then playsound(etc etc |
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