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GAME/EDITING: PROBABILITY and SOUNDS
Posted: Fri Jan 30, 2004 3:12 pm
by Gambit37
To create ambient, random sound effects I'm using floor triggers with the following attributes:
1) Probability 5%
2) No target
3) No action
4) A water drip sound effect
The water drip plays EVERY time the pad is stepped on. I would have thought it should be played ONLY when the probability is matched.
Can this be changed?
Or better still, add an ambient sound effect trigger....
Posted: Fri Jan 30, 2004 4:09 pm
by George Gilbert
That's clearly wrong. It should only be played 1 in 20 times (on average).
Presumably I've put the "play sound" code outside the "check to see if it's triggered" if test. Doh.
Posted: Sun May 22, 2005 5:26 pm
by Gambit37
This is still broken in v0.34 -- sounds play every time regardless of probability setting.
Posted: Sun May 22, 2005 7:04 pm
by Pedro
I'm not sure it's actually wrong. Take under consideration a lock and lockpicks. You should hear a "click" sound each time while using lockpicks on the lock regardless the probability. The same reffers to pressure pads, buttons, etc. Maybe you should consider another approach to enable an ambient effects. It could be availible in Levels->Edit options ?
P.
Posted: Sun May 22, 2005 7:32 pm
by Gambit37
Good point. All the more reason to have ambient sounds! See my other posts on this....
Posted: Sat Nov 19, 2005 11:13 pm
by Gambit37
GG, we archived this thread after pedro argued my point was unfounded. However, if the whole ambient sounds/music thing is a massive task, as a concession, would you consider adding a trigger parameter that plays the sounds according to the probability setting? This would go some way to adding one-shot ambient sounds to a dungeon.
Posted: Mon Jan 02, 2006 1:34 pm
by George Gilbert
Gambits original suggestion is now handled by the ambient sound object in V0.35.
The current behaviour of triggers (i.e. always playing the sound, but only doing the action if the probability is right) as pointed out by pedro is therefore preserved.