bjoppen's Forum Posts

  • 2 posts
  • Changing from "is jumping" to "on jump" did the trick, thanks! :D

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  • Hi,

    I have imported audio-files (.wav) into Sounds, added an Audio object to my layout, and created an event that plays a sound when the player character is jumping.

    However... the playback of the sample/sound sounds really lowpitched and with some kind of delay/reverb effect applied. The original sound sounds nothing like it (it's the jump sample from Super Mario, intended to use as a placeholder only, just trying to learn using Construct 3, it's my 2nd day in).

    I thought perhaps the playback rate was weird (for this sample) by default, so I added an action (set playback rate) that is performed before the play sound. Changed the rate to 2 instead of 1. Still sounds weird, sounds like the sound is stretched, followed by a tail of the correct sound.

    Not sure if there is a decoding/conversion problem here?

    Here's a video demonstrating the differences in sound:

    dropbox.com/s/48a5yfmht7vwo9a/construct3-problem.MOV

  • 2 posts