Re: Enemy update sound question for bgt.
Re: Enemy update sound question for bgt. Thanks for the help, I will look at that.The funny thing is, I don't usually have trouble with this, this kind of stuff is kind of below me in ability, but for some reason I just couldn't think of a way to do it.Also, I couldn't find the function to play a sound with a specific slot, that was my problem.Thanks for the help... URL: https://forum.audiogames.net/post/453258/#p453258 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Enemy update sound question for bgt.
Re: Enemy update sound question for bgt. Yeah. Fox, I also feel like you need to check out game programming in practice part 2 (Virus attack tutorial) because it also does a decent job of showing you how to actually use sound pool. URL: https://forum.audiogames.net/post/453255/#p453255 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Enemy update sound question for bgt.
Re: Enemy update sound question for bgt. The play methods in the sound_pool return an int, for the slot the sound is played in. Have the enemy remember that, as in post 6. URL: https://forum.audiogames.net/post/453236/#p453236 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Enemy update sound question for bgt.
Re: Enemy update sound question for bgt. I am not sure what you mean. Consider this code//I haven't written bgt in a while and thus cannot guarantee error-free code enemy@ enemies[]; class enemy { int x, y, sound; enemy(x, y) { x = x; y = y; sound = p.play_3d("enemy.ogg", me.x, me.y, me.z, x, y, z, true); }//cf }//cc //A sample enemy loop. //Keep in mind that our enemy has a sound slot that they're holding onto for us to use later. void enemyloop() { for (uint i = 0; i < enemies.length; i ++) { p.update_sound_3d(enemies[i].sound, enemies[i].x, enemies[i].y, enemies[i].z); }//cl }//cfI should also note that calling update_sound constantly is a bad idea, primarily because your enemy won't move each iteration of the loop. Personally, what I would do is create the enemy class and add a "can_move" method to it that checks if it can move and if so, moves them wherever they need to go. An example using that logic is belowenemy@ enemies[]; class enemy { int x, y, sound, movetime; timer movetimer; enemy(x, y, mvt) { x = x; y = y; movetime = mvt; sound = p.play_3d("enemy.ogg", me.x, me.y, me.z, x, y, z, true); }//cf bool can_move() { if (movetimer.elapsed >= movetime) return true; return false; }//cf }//cc void enemyloop() { for (uint i = 0; i < enemies.length; i ++) { if (enemies[i].can_move() == true) { //moving logic goes here p.update_sound_3d(enemies[i].sound, enemies[i].x, enemies[i].y, enemies[i].z); }//ci }//cl }//cfThis should make your code faster overall when dealing with large groups of enemies on a map. URL: https://forum.audiogames.net/post/453232/#p453232 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Enemy update sound question for bgt.
Re: Enemy update sound question for bgt. I am not sure what you mean. Consider this code//I haven't written bgt in a while and thus cannot guarantee error-free code enemy@ enemies[]; class enemy { int x, y, sound; enemy(x, y) { x = x; y = y; sound = p.play_3d("enemy.ogg", me.x, me.y, me.z, x, y, z, true); }//cf }//cc //A sample enemy loop. //Keep in mind that our enemy has a sound slot that they're holding onto for us to use later. void enemyloop() { for (uint i = 0; i < enemies.length; i ++) { p.update_sound_3d(enemies[i].sound, enemies[i].x, enemies[i].y, enemies[i].z); }//cl }//cfI should also note that calling update_sound constantly is a bad idea, primarily because your enemy won't move each iteration of the loop. Personally, what I would do is create the enemy class and add a "can_move" method to it that checks if it can move and if so, moves them wherever they need to go. An example using that logic is belowenemy@ enemies[]; class enemy { int x, y, sound, movetime; timer movetimer; enemy(x, y, mvt) { x = x; y = y; movetime = mvt; sound = p.play_3d("enemy.ogg", me.x, me.y, me.z, x, y, z, true); }//cf bool can_move() { if (movetimer.elapsed >= movetime) return true; return false; }//cf }//cc void enemyloop() { for (uint i = 0; i < enemies.length; i ++) { if (enemies[i].can_move() == true) { //moving logic goes here p.update_sound_3d(enemies[i].sound, enemies[i].x, enemies[i].y, enemies[i].z); }//ci }//cl }//cf URL: https://forum.audiogames.net/post/453232/#p453232 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Enemy update sound question for bgt.
Re: Enemy update sound question for bgt. I am not sure what you mean. Consider this code//I haven't written bgt in a while and thus cannot guarantee error-free code enemy@ enemies[]; class enemy { int x, y, sound; enemy(x, y) { x = x; y = y; sound = p.play_3d("enemy.ogg", me.x, me.y, me.z, x, y, z, true); }//cf }//cc //A sample enemy loop. //Keep in mind that our enemy has a sound slot that they're holding onto for us to use later. void enemyloop() { for (uint i = 0; i < enemies.length; i ++) { p.update_sound_3d(enemies[i].sound, enemies[i].x, enemies[i].y, enemies[i].z); }//cl }//cfI should also note that calling update_sound constantly is a bad idea, primarily because your enemy won't move each iteration of the loop. Personally, what I would do is create the enemy class and add a "can_move" method to it that checks if it can move and if so, moves them wherever they need to go. An example using that logic is belowenemy@ enemies[]; class enemy { int x, y, sound; timer movetimer; enemy(x, y, mvt) { x = x; y = y; movetime = mvt; sound = p.play_3d("enemy.ogg", me.x, me.y, me.z, x, y, z, true); }//cf bool can_move() { if (movetimer.elapsed >= movetime) return true; return false; }//cf }//cc void enemyloop() { for (uint i = 0; i < enemies.length; i ++) { if (enemies[i].can_move() == true) { //moving logic goes here p.update_sound_3d(enemies[i].sound, enemies[i].x, enemies[i].y, enemies[i].z); }//ci }//cl }//cf URL: https://forum.audiogames.net/post/453232/#p453232 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Enemy update sound question for bgt.
Re: Enemy update sound question for bgt. ok, and how do you play a sound using a specific slot, by the name of enemys[i].sound? URL: https://forum.audiogames.net/post/453227/#p453227 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Enemy update sound question for bgt.
Re: Enemy update sound question for bgt. for (uint i = 0; i < enemys.length; i++) { p.update_sound_3d(enemys[i].sound, enemys[i].x, enemys[i].y, enemys[i].z); }//cl That is assuming that you have Sam's modified 3d sound pool, otherwise you will be forced to stick with 2d URL: https://forum.audiogames.net/post/453224/#p453224 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Enemy update sound question for bgt.
Re: Enemy update sound question for bgt. yes but how do I make it just update the p sound_pool position for that specific enemy.In the enemyloop function I have a for loop that goes through all the enemies and then does all the things, but how would I make it update for enemys[i]? URL: https://forum.audiogames.net/post/453221/#p453221 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Re: Enemy update sound question for bgt.
Re: Enemy update sound question for bgt. Update_sound_3d(x,y,z) URL: https://forum.audiogames.net/post/453056/#p453056 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector
Enemy update sound question for bgt.
Enemy update sound question for bgt. So I'm trying to make a simple enemy, just to see how it works, and for some reason, I can't quite figure out how to make it play a loop over it that moves with it.The enemy moves completely randomly, full 3d, so it moves forward, backward, left, and right, and 45 degrees maybe for higher level enemies. And I want them to play random loops for each enemy, but I don't know how to have the loops stay on the enemies. Please help? URL: https://forum.audiogames.net/post/453045/#p453045 -- Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin-gucukoglu.com/cgi-bin/mailman/listinfo/audiogames-reflector