Hi. That's just the thing. A script is nothing more than a text you
write explaining how it should represent your idea and it is much more
stupid than most humans, though it makes up for that by being able to do
fast calculations.
On 3/29/2010 2:59 AM, Casey Mathews wrote:
OK. That makes sense. Thanks a lot. I'm still trying to wrap my head
around a lot of these concepts. I find that while most of the time it
looks good, and may even run, the script see things totally differently.
--------------------------------------------------
From: "Valiant8086" <valiant8...@lavabit.com>
Sent: Sunday, March 28, 2010 8:27 PM
To: "Gamers Discussion list" <gamers@audyssey.org>
Subject: Re: [Audyssey] playing sounds in BGT?
Hi.
The program is closing before the sound can begin playing unless you
have those alerts in there. Need a loop or something running.
At least you could do a while loop that would go while playing blahblah
Regards:
Valiant8086: website valiant8086.com
----- Original Message ----- From: Casey Mathews
To: Gamers Discussion list
Sent: Sunday, March 28, 2010 8:17 PM
Subject: [Audyssey] playing sounds in BGT?
Hello all. I've really been working on this for a while. I'm trying
some
stuff just for my own personal understanding, and while I realize the
function below isn't complete, I don't understand why none of the
sounds
play. The script runs, but the sounds don't play unless I put an
alert box
up first. Thanks for any ideas. Note: I do have a main function that
works
fine.
void borg()
{
background.play_looped();
int borg; //This will be the location of the borg on the sound scape.
borg=random(1, 3);
if (borg==1)
{
spon.pan=-100;
spon.play();
if (key_pressed(KEY_LEFT))
{
borgdown.play();
kills++;
alert("Kills","You killed "+kills+" borg.");
}
alert("OK","else");
} //end if
} //end borg
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