May 19, 2016 at 8:23 PM
Senior Member
"This is the greatest handgun ever made! You have to ask yourself, do I feel lucky?"
Join Date: Aug 2, 2014
Location: inactivity.
Posts: 115
Nice! Now we're talking...
...pun not intended lol
Is there a way to stop sounds early btw? Or can only one sound play at a time?
If people skip through dialogue things could get messy...
@topic
Tried recording stuff, but nothing really FIT for the current cast.
For a full reference, see the .lua files in Data - that's where the TSC command <VOC is implemented.
EDIT: The relevant sub-commands of VOC:
Code:
<VOCload:<bufferName>:<fileName>;
Loads a voice into bufferName. Could leak memory if the buffer's already there, but it's not *THAT* much, and if you're paranoid you can <VOCfree:<bufferName>; beforehand - it'll be ignored if the buffer doesn't exist.
<VOCplay:<bufferName>;
Plays a buffer, once.
<VOCplayloop:<bufferName>;
Plays a buffer endlessly.
NOTE! This will persist on reset. The easiest way to prevent problems is to put in an NPC or some TSC to kill off any looped voices you use.
Remember: "free" and "stop" on already-dead voices is totally harmless!
<VOCstop:<bufferName>;
<VOCfree:<bufferName>;
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