bociakrodyl's Forum Posts

  • It looks like my Windows 10 has caught stupidity. I started checking and found out that something with the sound driver has broken. For example, watching a movie I can hear music clearly, but the actors are muted so that they can barely be heard.

    Sorry for the hassle. I could check on a second computer before and than post a question. It is for me a lesson for the future. Thanks!

  • Here you go:

    drive.google.com/open

    All my sound are .webm format.

    It is strange that some files work and some do not.

    Only these files work in audio preview:

    - tutut

    - foot1

  • Preview doesn't work in the Sounds folder, but it works in Music folder.

    Testing on r157 stable and r163 beta, on Chrome and Firefox.

    I double-click the file name in the Sounds directory, than the "Audio preview" window appears, the timeline moves and time flies, but the sound cannot be heard.

    If I move a file from the Sounds folder to the Music folder, it doesn't help.

    Working with a lot of sounds is a bit of a pain. You need to reach to the list of sounds to read what the sound contains. You can live with it, but preview audio makes work easier :-)

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Wow! Thanks a lot!

    I have modified a bit and now I have advanced footsteps on request.

    I choose the group, the intervals between steps (whether the player is walking or running) and how long the steps should last. And the system randomizes the sound and performs a light retouching with the filter.

    This is amazing, cool, wonderful, brilliant, gorgeus, spectacular, beautiful, stunning!

    damn, I didn't know that I know so many cool words in English! :-D

  • Thanks guys! Now I understand, I overdid it :-D

    I removed while loop and the game does not hang the browser. But the sound does not start.

    The sound is played only when I removed "System: Trigger once" in calling the function. But the steps are endless than.

    I thought that if the function was activated once, the sound would appear in the given amount of time in parameter. What else did I miss in my reasoning?

  • I don't know why the program hangs. I approached it differently but I did not find a solution. This arrangement of blocks is logical to me.

    and c3p file:

    drive.google.com/open

    I play foot1 sound every 0,7 seconds for 5 seconds.

    I increase the counter by 1 every 1 second, but unfortunately while loop hangs the browser.

    Audio file is ok, isn't this counter increase working?

    Could someone suggest?

  • As my kids say: This is a test attempt of the test! :-D

    My first work will be in Polish. And if people like it, then I'll write voices with English native speakers.

    I am very intrigued by the idea of an adventure game where you discover the world only with the help of sounds:

    - music selected for individual scenes and actions

    - additional noises (doors, steps etc.)

    - and of course the narrator and different characters of the story

    Such a game is to calm the mind and stimulate the imagination.

    This is something that warms my heart and I work on it in my free time :)

  • When you get stuck, leave the problem for a while and go back to it with a fresh mind. I slept well and today I looked at the code, I analyzed the program for a while and found an error!

    Check if I was here works every tick. Then start the sound in this block should be set: Trigger once.

    Earlier "Trigger once" I had inserted together with: WhereIwas: Contains value "landingPad". I do not know why the program worked so strange before, but the fact that the current setting as in the picture above makes sense and it works fine.

    I leave this picture and description to help someone in the future - if someone struggles with a similar challenge. And thanks again to Fengist for the hints!

  • Thanks! It exceeds me a bit what you wrote. And it scares a bit too ;-)

    I'm just getting to know this world of blocks so that the game can come alive.

    I know JavaScript a bit and wrote a small demo, it only confirmed me that the project makes sense.

    But I wanted to be able to compile my adventure game faster and visually. It is also important to be able to export it to several platforms.

    Sometimes I think I understand that and it's quite easy. Unfortunately, shortly after such moments I stand in front of the big big wall and I don't know how to get around it :-D

    Right now I am standing in front of such a wall.

    My game is based mainly on sounds, I do not need an extensive visual layer.

    I wanted to do some conditions, something like the FSM.

    I check the conditions and run the appropriate combinations of sounds and allow the player to make a decision. For example:

    - I was here

    -- I came from the north

    --- I have the key with me

    --- I don't have a key

    -- I came from the south

    --- I have the key with me

    --- I don't have a key

    - I haven't been here

    -- I came from the north

    -- I came from the south

    - etc.

    So I check if I was here or not. Then I check which side I came from. Then I check if I have specific items or if I have already done some important task.

    Here's what I did:

    drive.google.com/open

    I added the condition "if I was here" and moved the actions there.

    The effect is that the first speech file is looped ("trzy").

    Something else is missing me with Construct logic.

    I am asking for tips on where I made a mistake.

  • Thanks a lot Fengist!

    Yes, it looks like a silly approach, but I was looking for a way to call this function once and I didn't find anything.

    That's why I left it as it looks and asked the question in the forum because I got stuck.

    Your solution works (thanks for the code), but it has a limit on ducking function.

    I would have to create a new tag for the sound each time and then check if it stopped playing to start the next sound with the next tag.

    This is the way to go. The tag would have a file name, so I wouldn't be wrong when arranging files and tags.

    But the problem is with the volume down function.

    Here I would have to add a lot of tags (several hundred).

    Maybe there is a way to:

    - detect if a file from the Sounds directory is playing?

    because there are speech files and music files are in the Music directory

    or:

    - can the tag checking be extended?

    for example"

    "TextAudio" + anyNumber

    But I handled this problem in such a way that I added another function:

    "unMute" - which throws the music to the output level.

    I call this function in the next condition:

    Audio -> on "my-tag" ended

    This is probably not the prettiest solution, but it works :-)

  • I prepared a test project. Maybe this will help in finding the source of the problem.

    Could someone peek and tell me what's going on with these sounds?

    Is it difficult to set the sound files to play one after the other?

    I changed the file names in the project, now the "three" file is looped.

    drive.google.com/open

  • I added another sound call when file with "textAudio" tag finished playing.

    Function speakText is the same.

    So this is the change in test code:

    It works almost perfect!

    File "swe16" is played, then there is a 1 second pause and "swe0" is played.

    This is great but than...

    ...there is a 1 second pause and "swe0" is playing again!

    Why is this looped?

  • Hi!

    I created a function that plays a sound file (recorded speech) and mutes a little the other sound files (background music).

    Depending on the action, I need to run certain dialogues composed of different speech files.

    So I would like to be able to play individual recordings with speech one by one in any order and with any breaks.

    I have this code, but the second function call with the "swe0" does not work.

    Could someone guide me or suggest something?

  • To utilize "on speech ended" then, your approach has to be changed in a certain way.

    oh! And could you please guide me how to do it? Any hint?

    In my game in large part, I rely on the speech synthesis and various types of sounds. Therefore, a good understanding of what and how I can do with audio and speech in Construct is the basis for me.

  • Thanks!

    Yes, I wanted to use "on speech ended" before, but this condition is strange. Very very :-) It does not want to be added to the function. On my screenshot you can see where I can put this. Now it is turned off.

    Solution I find is to make a loop based on the function with own counter. And it works fine :-)

    Anyway, huge big great mega thanks to you both: Colonel Justice and Plinkie!

    I would not have a working mechanism without your help.