Sound Overlapping

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Grenade Sound Library contains: 135 sounds 50 grenade sounds and 85 surface sounds
  • Hello everyone🏄‍♂️

    I have a projectile flying through the bricks and break them, the sound of an explosion should be emitted. If you make everything as is, the sound will be overlap. If you check by tag whether this sound is playing, then it will sound only few times.

    I can find another very short sound, but how do I solve such problems wisely??? Let's say the sound plays partially and then turns off and starts again, etc., etc😞

    There is an Audio scheduling example, but I can't apply it to my example.

    Maybe someone has encountered and solved such problems?

    There is a simple example: drive.google.com/file/d/1z-xB7OqUUtl0uv0drPpMLKwlZZavVuby/view

    Tagged:

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  • This will work when NOT checking the tag.

  • Hi Kashin Ginn, thanks for respond!

    I made what you suggest. It's much better, but it still doesn't work correctly. Look at the "Audio scheduling example" in scirra official examples. They solved this problem there, their example looks real cool :(

  • For now I create something like that

    The sound now depends not on the “tag”, but on the given intervals

  • Hello, I didn't had time to explain but in my example, you need to make adjustments with the 2 variables...

    counter_sound => the max sound you want to hear if you are calling it rapidly (via every tick or every 0.X sec or on multi-collision)

    sound_fakeStop => the duration of the sound where you think will be appropriate to play another sound at that particular time... (So if your sound is about 2 sec... and want to hear another sound plays 0.5 sec after instead after waiting for it to fully finish..., you will need to set it at 0.5 sec

    If it's working good without the "counter_sound" then good for you.

    Also, if the example's one works better, then you will need to fully understand how it works and include it in your project. I might check it later when I'm free. Cya

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