Kisai's Forum Posts

  • I've tried importing sounds and such, and tried making events to play sounds, but I can't seem to get it to work for some reason. Is there something I'm missing?

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  • After a bit more experimenting with AudioX, I've learned a few more things to clear up some of my confusions. Suffice it to say, the wiki is wrong when it says you only need one global AudioX object. At least for sounds effects anyway.

    I would show you guys if you'd like to see, but I'm sure it can only really work as a .exe file, and I guess no one can download anything from MegaUpload, so if anyone has any better ideas on how I can upload it or something, I'll try uploading it there to try and show you. ^_^;;

  • Well, of course I speak too soon. It seems after closing the modal layout and opening it back up, it can't play sounds. This is consistant even with a new .cap. It'll play sounds in the modal layout at FIRST, but opened up a second time, it can't. Well, I guess I won't be continuing with my little pipe dream after all.

  • WAIT. Waaaaiiit. I got it. Even trying with a new game, I got the same result. Even if an AudioX object is global, it cannot play sounds on a modal layout unless there's a copy of that object on the modal layout.

    I had Layout 1 play autoplay resource every one second, with a modal layout object that had the EXACT same event going, linked to Layout 2. The AudioX object was on Layout 1. When you run the thing, obviously, the modal layout object's going to be stealing the show. There was no sound. When I had it close by pressing a key, THEN you could hear the sound effects. That's the best I could explain it. Hope that... makes sense.

  • I'm one step ahead of you. I tried that yesterday, making a NEW game, and took one of the new, converted-into-PCM-or-whatever .wav files I tried using on my game, set it to play every 1000ms, and... it actually PLAYED it every 1000ms. However, I did not get that same result in the game when replacing the "Play Music Meter Sound.wma" with "Autoplay Resource blah.wav" or whatever. I could see if this happens with ALL sounds, but I dunno. Maybe the fact that the sound object is on the test level itself, and NOT on the layout that the layout object links to for the Pause Menu might have something to do with it. ::squints, finger and thumb on bridge of nose:: Rrghh... Of course nothing works. Lemme experiment a little more... Although I know I'll just get the same result of nothing.

  • Well... I don't get why it isn't working... I tried a .wav file with all three of those properties, and .ogg, but still nothing. Is there another event I'm supposed to do first to set it up, since they're "channels" or whatever?

  • The sound files were originally .wav. I had to convert them to .wma because it won't work any other way. If I try using them as .wav, and use "autoplay resource", the sound won't play. Just silence.

  • You already asked. o_o Sorry I didn't reply properly. ^^ Here's a list of events, screencapped and saved to an image file. If you take a look through it, it's not really any different from anything I said before, and I'm not nessecarily overworking the sound file object or anything, so I'm not sure what the problem is, really.

    <img src="http://i77.photobucket.com/albums/j42/Dreamer_Kisai/Listofsoundevents-1.jpg">

    My apologies if that's a bit long, but I figured it'd be best to begin with introducing the structure of the events, and how they're started in a group, and go down from there. ^_^;

  • I hate to continue to pester people with this, but does anyone have any idea how I could fix this? Maybe using a different sound format? Like .xm or something? More sound objects to handle sound effects?

  • Well, the sounds have to kinda "load" first, and obviously, I'm doing this all via resources. For the sound effects, I'm using only one option so far, but I'm going to use much more eventually. I just wanted one at first to do some sound testing, but obviously, being only a single sound object, some sounds interupt others, and I don't want that, so I'll be using more sound objects later in the development. As for the events, I'm having the sound object "play music" for the sound effects, if that makes any difference.

  • I don't think it's your sound at all. I think it's that background on your menu screen. I get some craaazy bad slowdown when it's open, and with every arrow-key event (switching to menu options and such) it lags really bad.

    The volume slider is the worst. It's not playing every 75ms... more like every half a second. And the entire screen jerks and lags along with it.

    Well, I have it set to 75 milliseconds... And yeah, it does lag, but... I thought it was just a little lag, that's all. Nothing completely crashing.

    [quote:z5m73yi6]It looks like you have some pretty heavy shader use going on, and maybe canvases or something. I do recall you mentioning something about erasing the corners of your menu in a previous post... and the sprites look like they at least have Glow on them.

    Well, I DO have a lot of that "erase" stuff going on, not to mention "seperate" on the layer properties themselves, but the sprites don't have Construct glow, they have Photoshop glow. They were made in Photoshop like that and saved as .png files, so there's no more effects going on there. The text however, does have "outline", but I didn't need to tell you that.

    [quote:z5m73yi6]Anyway, no it doesn't crash for me, but I really would not be surprised that it crashes for you or other people with lower-end computers than mine. You're choking it to death. You need some serious optimization.

    It DOES crash eventually, you just gotta keep fiddling with the color customization. Just try making everything yellow, or everything white, or something that would require you to move those meters around a lot. Eventually the sound effect will cut out entirely, and then it's not too long until it crashes.

    [quote:z5m73yi6]And if you're wondering "well why did it only start crashing when I added the sound?" the I guess that's just a final-straw scenario.

    I didn't think all this would be THAT much for Construct. ;_; I thought it could do a bunch of 2D stuff or something, I dunno. I guess there's nothing that can really be done?

  • Well, for some reason I have no idea how to recreate it in its own app. The sound, while adjusting a meter, plays every 75 milliseconds to give a nice "repeating" sound. It's a nice way of faking that the sound is playing with every rapid adjustment of the meter, and the only way I could actually get it to be presented that way. The sound file is only 10kb or so.

    If you'd like, you can take a look at the app itself. There's a lot of stuff going on, but what I'm talking about happens specifically in the color customization menu. It'll likely screw up for all of you guys too.

    http://www.megaupload.com/?d=EOY6STVS

    I hope that works for you guys. I remember megaupload being pretty awesome, but I guess they suddenly decided to start sucking.

  • Well, yes, the site was lagging down when I tried to post that, and then I got an error, to I tried going back, but it still wouldn't load, so then I just pressed "Enter" in the address bar, got the post-message page again, thought it had my old message, clicked "Submit" and then I saw that not only had I double-posted, but apparently, when I brought the page back up, it didn't load my post in its entirety. And as for what's going on with the application and sound, I have no idea. Is sound a resource-heavy thing on Construct or something?

  • God-mother fucking-damnit, this site needs adjustment or something.

  • > If you hear hooves, assume it's horses, not zebras

    >

    nice metaphor ashley

    anyway

    if you want to know if it's sound effects

    why not save your cap,

    then remove all the sound objects

    or sound events

    and then test your cap?