Foreglow's Forum Posts

  • 5 posts
  • I found a solution, but would still like advice if anyone has other methods. Especially as I've heard using IIDs and UIDs is a bad move. I set the sprite's instance variable to be "Self.IID" every tick. Then, when it creates a sound at its own position, I set the tag of the sound to "'Soundname' & object.instance". Then, when the object gets deleted, I delete the sound with that tag. So far so good. I am a little worried it will break as the player places/destroys the objeects making sounds.

    https://imgur.com/80Nr9yQ

  • I use this expression to activate and deactivate a fire. It works wonderfully for interacticing with individual instances of a sprite, but not for sound. It properly creates sound at each spite's location, but deactivates all fire sounds when I deactivate any one sprite. How can I select and turn off a specific instance of sound?

    https://imgur.com/SBJjL09

  • After reviewing this further, it shuts off all instances of the audio, instead of just the audio at the location with which I am interacting. I've been trying to fix it for 2 hours with no luck. Is there a solution? Is there a way to create a tag that is unique to that 1 object?

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  • Thanks! I had to look up how to add a tag to the sound. This seems like a very strange and unnecesary way for Construct 2 to handle stopping sounds, but it works.

    What's especially strange is, I have stopped sounds before without a tag. The following expressions worked perfectly before. I only changed them so I could add the creation/stop of sound to the activation/deactivation of the fire all in one expression.

    Obj_Fire-On Created>Play Snd_Fire at Obj_Fire

    Obj_Fire-On Destroyed>Stop Snd_Fire

  • I am trying to make it so you can activate and deactivate a fire. Everything works fine except the sound. I can get the sound to play at the object location, but it will not stop. What am I doing wrong? Below is an image of the expression.

    https://imgur.com/SBJjL09

  • 5 posts