Niborius on 27/8/2016 at 12:18
I'm sure you've seen these kinds of topics enough already, and I know there are plenty of guides out there, but my schema just won't play the way I want it to.
It should activate when the player touches a BoundsTrigger. I checked if the schema works on its own and it does (with the Play Schema command)
I did it like this. Made a schema file called AMB_MUQ1.SCH. File looks like this:
Code:
//The Mystery of the Upper Quarter, Mission 1
//MUQ Distant Song 1
schema MUQsong1
archetype AMB_M04
volume -1000
mono_loop 0 0
distantsong1
//MUQ Scream
schema oddscream
archetype AMB_M04
volume -1000
mono_loop 10000 30000
scream
//MUQ Drunk
schema drunkguard
archetype OTHER_SPEECH
volume 0
mono_loop 0 0
drunkguard
Reloaded the schemas
Got a BoundsTrigger > CD Link> RelayTrap > CD Link > SoundTrap > SoundDescription > drunkguard (-6759)
But the sound does not play. Other CD links from the BoundsTrigger do work. Did I miss anything? Something to do with the archetype maybe? :confused:
Edit:
Solution in Post #4
Steele on 27/8/2016 at 12:36
Looks like the volume is 0, maybe it's playing but you can't hear it?
gigagooga on 27/8/2016 at 12:53
Setup seems about right to me.. How about the boundstrigger radius? The sound will play only when player is in that radius and will instantly cut off when player leaves it.
Niborius on 27/8/2016 at 13:08
I got it! The Trap Control Flags of the RelayTrap were incorrect for the sound to play. Actually figured I should have a look at that after what gigagooga said. They were set to Once, Invert, NoOn. I needed it to be like that for a Lock Door script to work. Now I just made a second RelayTrap with the Once trap and it works great!
Sorry for taking your time :cheeky:
Yandros on 27/8/2016 at 14:32
For future reference, you can use the play_schema command to test the schema and then you'll know if it's the schema or sound file vs. your trigger setup.
Niborius on 27/8/2016 at 14:43
Quote Posted by Yandros
For future reference, you can use the play_schema command to test the schema and then you'll know if it's the schema or sound file vs. your trigger setup.
I did say that in my first post however that I did already try that command and that it worked fine there :)
Yandros on 27/8/2016 at 17:27
Ooops! I missed that.
ZylonBane on 29/8/2016 at 02:15
So in fact this thread had barely anything to do with schemas, and was actually about sending trigger messages.
gigagooga on 29/8/2016 at 10:56
Quote Posted by ZylonBane
So in fact this thread had barely anything to do with schemas, and was actually about sending trigger messages.
Yeah. I think the title of this thread should be changed to something that would guide DromEders more easily to solutions for such problems.
Niborius on 23/9/2016 at 11:51
I'm still a bit confused about this. The sounds play fine (whether I do it with a Boundstrigger or a TrigRoomPlayer room), but they loop continuously. Adding a destroy trap like explained in Komag's tutorial will stop the sound from playing at all. Adding a timer to a relay trap that links to the destroy trap doesn't work either. Anything I'm doing wrong?
(Trap Control Flags: Once does not work, it will still loop)
EDIT: Ok, quick edit lol (been trying all sorts of things for hours, but I think I fixed it). I never read that I should do it this way, but it appears to work.
I have a TrigRoomPlayer script, which controls the SoundTrap and a RevertTrap. The Revert Trap has been given the Trap Control Flag: Invert with a Scripts > Timing of about 8000. This Trap is linked to the Destroy Trap that destroys the SoundTrap.
I'm probably doing this way too complicated but the simplier methods didn't work for me :S