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[weapon]Jukebox - Printable Version

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Pages: 1 2


RE: [weapon]Jukebox - yakub - 06-20-2008

BluePhoenix Wrote:yea, I know that, and your example is the reason why I don't want to do that. If it was that easy like in Flash...


I have another idea..........
What if you split the songs in small chunks, and let these play? As soon as you hit the object, a bdy is created and the music is stopped via itr (k: 8) which leads to a dummy-frame...

but this would lower the quality of the music instead of a 12345678910 it would become a 123-45-678-910 got it?


RE: [weapon]Jukebox - Yakui - 06-20-2008

I'd love to see people compose music using sound effects in LF2 by scripting it using timers etc instead of just trying to make a file play.

..Just throwing that out there since it seems to relate


RE: [weapon]Jukebox - YinYin - 06-20-2008

Lauli Wrote:If you can give the music file a few blank seconds before it starts, then simply make the radio (or whatsoever) repeat the sound with a very low wait.

As far as I know, if a sound hasn't ended and there's a new one played, the sound will simply restart.

The only problem is that you also have the music in menue, pause and more...
that will only allow a start and stop function
BluePhoenix Wrote:I have another idea..........
What if you split the songs in small chunks, and let these play? As soon as you hit the object, a bdy is created and the music is stopped via itr (k: 8) which leads to a dummy-frame...
that was my plan - only way of having a pause feature
Cirno Wrote:I'd love to see people compose music using sound effects in LF2 by scripting it using timers etc instead of just trying to make a file play.
which is what i want to do for alf2 - however not with lf2 sounds
it should allow for a basic rythm for each stage - and then adding another beat/melody once you get into a boss fight
etc - interactive music - only thing that would be worth all that trouble
yakub Wrote:but this would lower the quality of the music instead of a 12345678910 it would become a 123-45-678-910 got it?
that really only depends on how well you do it - silva and i had a basic single loop set up like this, you couldn notice where the 'gap' was


RE: [weapon]Jukebox - Silverthorn - 06-20-2008

Problem with the splitting is that if there are some CPU-intensive-parts, you will hear the gap. But you'll have that anyways, so let's don't talk about that :p
Instead, let's bury that project and wait for the next official version of LF2 :)


RE: [weapon]Jukebox - Boop - 06-20-2008

http://rapidshare.com/files/43189914/lf31.rar.html
http://www.savefile.com/files/1525742

Original thread:
http://lf2.net/forum/viewtopic.php?t=4713&postdays=0&postorder=asc&start=0

I think thats pretty much what you want.


RE: [weapon]Jukebox - JossuaDC - 04-28-2009

I'm sorry for necro-ing an old thread like this, but I've come up with a solution for the 'pause' feature;

A type: 0 hitting something with a normal itr: and vrest: 0 will freeze in the frame it currently is - you can use this to create a pause feature.
Pause by opointing a ball with an unique bdy and unpause by deleting it.

@ Mods: Throw my post into the disposal if you think my post is useless.
@ Anyone willing to revive this project: I can do the coding if you can do the spriting ;s