R0J0hound's Recent Forum Activity

  • Fixed Load music from resource. Download version 1.3 in first post.

  • Fixed the set music repeat action. Download version 1.2 in first post.

  • I fixed the music stop action. download version 1.1 in the first post.

    The "set position" action only works for files that support seeking. You can use the "is seekable" condition to check. Unfortunately the Audiere library doesn't seem to support seeking for most of the file formats it supports. In other words it's a limitation of the Audiere library that I can't work around.

    [quote:86nw5jlc]In documentation for the plugin, there is midi support - I believe it's just not activated, would it be worth it to include it?

    It has no volume control for midi files, so I decided not to include the feature.

  • [quote:2dg9zwq5]So... is there anything I can do then? Couldn't find any answers in that thread other then it was a bug :/ Any possible way to fix it?

    Always set you image sizes to power of two. 128x128, 256x128, 512x32, 16x1024... etc. That should prevent the distortion.

  • Here is a alternative to XAudio2 for having sound in your game. It uses the Audiere sound library as a base and it can play Ogg Vorbis, MP3, FLAC, uncompressed WAV, AIFF, MOD, S3M, XM, and IT files.

    It behaves much like XAudio2 but instead of channels you access loaded sounds and musics by alias' (or names).

    Audiere Sound Plugin 1.4 Download

    https://www.dropbox.com/s/be34er7r0uf95 ... 4.zip?dl=1

    To install copy the plugins folder to your construct directory.

    To get started use the "Load Music form file" action.

    version 1.1:

    [fix] Music stop was not working correctly.

    version 1.2

    [fix] Music set repeat was not working.

    Edit:

    version 1.3

    [fix] Load music from resource was messed up.

    version 1.4

    [fix] There were rounding errors with volume. Higher precision is now used.R0J0hound2011-12-24 00:05:07

  • Move "SoundOff: send to front" from event 14 to the end of event 13.

  • I didn't open your file since it's a exe, but it sounds like an issue that occurs with GTX graphics cards and loading non power of two sized png images.

    See this topic:

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  • Opps, I was misreading 0/2 as 1/2. At any rate it is a bug, and will be fixed next version.

    If you can find any other expression related issue I can try to fix those too while I'm in there.

  • You can use a variable to to achieve that. Pick the sprites around the first selected sprite and set their variable 'select' to 1. Then for the second selected sprite do the same but check if 'select' 1, if it is then that sprite is overlapping both originally selected sprites.

    + Sprite: Value 'foo' Equal to 1

    + Sprite: Sprite overlaps Sprite

    + Sprite: [negated] Sprite: Value 'foo' Equal to 1

    -> Sprite: Set 'select' to 1

    + Sprite: Value 'foo' Equal to 2

    + Sprite: Sprite overlaps Sprite

    + Sprite: [negated] Sprite: Value 'foo' Equal to 2

    + Sprite: Value 'select' Equal to 1

    -> Sprite: Set filter to Black

    You will need to set 'select' back to 0 every time you change what 2 objects are originally selected.

  • Um, that's not a bug, it's by design. There are 4 expressions to convert a floating point number to an integer: ceil, floor, round and int.

    Ceil rounds the number up to the nearest integer.

    ceil(0.1) =1

    ceil(0.5) =1

    ceil(4.9) =5

    Floor rounds the number down to the nearest integer.

    floor(0.1) =0

    floor(0.5) =0

    floor(4.9) =4

    Round rounds the number down if the decimal part is less than .5 and up if it's greater than or equal to .5. It's just your basic arithmetic rounding.

    round(0.1) =0

    round(0.5) =1

    round(4.9) =5

    Int acts just like floor, it basically just discards the decimal part.

    int(0.1) =0

    int(0.5) =0

    int(4.9) =4

  • [quote:26nwwj7w]I added a mp3 file in musics and a wav file in sounds.

    The "music" and "sound" folders are not used. Any files you want to include need to be put into the "files" folder.

    The cap file only stores the address of the file. The files are only embedded into the exe when exporting.

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R0J0hound

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