ptbcomposer's Forum Posts

  • Hmm...I notice different results everytime I install a new version of Construct 2. Two weeks ago I was getting some weird popping sounds when I had stuff muted. Now it is fine. However, now I have to preload things that I never had to preload before and the only thing I changed was updating to a newer version of Construct 2. Maybe that is the problem?

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  • I didn't know that's what you were trying to do. Sorry.

    Also, you can use that for anything you want to mute, such as ambient sounds and music. Just remember to tag everything correctly, and create a global variable for them.

  • Check this out. Make sure every sound you want to mute is tagged with the same tag (in my case it is "sfx"). Create a global variable called "SFXAudio" or "SFXMute" whatever and then follow this code...

    <img src="http://wayofthesax.com/img/mute%20button%20screenshot.png" border="0" />

    When global variable is 0, "sfx" is muted. When global variable is 1, "sfx" is unmuted. Simple. For some reason Construct 2 buttons don't work with it, so use your own as a sprite or something (in my case here it is a text box).

  • Use the "Preload" event for all audio files at the start of the game. It starts streaming sounds so that there is no delay.

  • You could have it where the cutscene is triggered by completing the previous level. The very last event could be something like "On 'something happening', go to 'cutscene layout'".

    Another option would be to trigger it at the start of the new level and have both the cutscene and the new level on the same layout, but this might be a little more difficult to manage unless you're really organized.

    For the actual cutscene it can be anything, like what TL22 said. You could have images that fade in and out, maybe have them move a little and text fade in/out. Or you could do animation if you have the patience to do it.

  • Sorry, I forgot to answer the other question...no, I don't think there is any way to prevent a sound from playing. The only way I can think of is to disable it yourself on the event sheet. Why would you want to do that anyway? If you don't want the sound to play, don't have an event for it.

  • No, no, no...you have to use the "Stop Playback" event. Of course the sound is still playing when you mute it. Think of this like you're watching a recording on TV. You press mute, but playback is still happening. You just can't hear it. On the other hand, if you hit stop, then playback stops. Look at my response to this post...

    http://www.scirra.com/forum/topic53670.html

  • This is for Chrome (latest versions always), as it has the best HTML5 audio support right now.

    What you want to do is tell audio to mute playback, NOT set silent. Tag ALL of your audio files on playback (e.g. fx, music, ambient, etc.). For one time sounds (like a gunshot or car door), just tell it to stop when you press the button. For looping sounds (like ambient background sounds such as street noise), tell it to mute when you press the button.

    For music, make sure you actually have it in the music folder. Music in Chrome WILL follow the timescale (make sure you have music timescale on). Make audio playback rate "0" when you press the button, and then "1" when you press it again.

    <img src="http://wayofthesax.com/img/audio%20pause%20screenshot.png" border="0" />

  • This is for Chrome (latest versions always), as it seems to have the best support for HTML5 audio right now.

    First, click on the audio plugin in the project folder window. Make sure on the left that audio timescale is turned on.

    Also, it seems to depend on which folder you use for audio. If you put it in the "music" folder, then audio will pause correctly when timescale is "0". If audio is in the "sounds" folder, this doesn't work for some reason.

    If you tell any audio to stop when a certain button is pressed (e.g. On Keyboard Button 'A' pressed, Stop audio), that should work. It works just fine for me. If you tell it to mute (like for looping ambient sounds), that should work too.

    Like I said, make sure you have the audio timescale turned on. Play around with the 2 different settings ("sounds" and "sounds and music").

    In Chrome I've managed to get most things to work properly.

  • Constructinator, using different "songs" means timing everything differently. It takes a very long time to get the timing of the arrows spot on, much less doing it for several different songs, which would have to be composed and rendered.

    But I do agree that having an easier, or perhaps harder, difficulty should be implemented. Maybe you could use some of the same arrows, but just delete some of them to make it easier.

  • What you said about trying to get things to work on dt...well, that's where our design is fundamentally different. Mine does use dt. Everything's controlled by comparing my system clock (which is simply dt) to when things are supposed to move. With my method I think pause is very possible, though I haven't tried it yet.

  • Your game is very smooth and refined. Hopefully I can make mine just as good once I get the artwork.

    It's funny. When I set out to make a DDR-minigame for my comic, I came across your post asking about how to fix arrows not appearing when they should. I looked at your capx to figure out how you designed your system. Mine is designed very differently, though I guess it doesn't matter much in the end as long as it works.

  • Thanks teahousemoon.

  • Works perfectly! But very, very hard!

  • Thanks, will do!