I would like my music to loop seamlessly ie. no gap between when it starts playing again
I have made it so that if the music is played and looped where it loops is not noticable but it doesnt work like this in RF.
The mehods ive used so far are :-
1. The tut on REDtech, This loops the music but i get a 1 sec gap between when the music stops and then starts again
2. Changing the prefix on the .wav to Amb_, this just works as a regular .wav (i used ambient sound for this approach)
If anyone has a way of looping seamlessly in RED i would greatly appreciate knowing how.
P.S. Still Alive.
NoClanFrank
Posted 4th Jan 2006 4:34am
Post 1996 / 5840
Looping sounds that is MAC friendly in Red Faction:
When_Dead
link* it to Cyclic_Timer
link* it to Play_Sound
Then link* When_Dead to Trigger Door (check "Is Auto Trigger" or no check mark if you don't want it to loop)
I read somewhere that you don't really need to Auto trigger but have been too lazy to check to see if that is true and oh well I know it works this way.
This method seems to allow MAC user to play this level. If you need a picture then open up my map and check the events inside helicopter.
* You link a trigger and event together by using the objects unique id number, or by just selecting the first object, then the second object, and hitting the "K" hot-key.
I hope this helps, if it doesn't blame RED.
I have suffered in real life for the past couple years, now its your turn!
LordSeafood
Posted 4th Jan 2006 6:31am
L4Y Member Post 715 / 1792
It looped just how i wanted it ... but the sound seems to differ from different views ... its almost like im destined not to get the music just how i like it
P.S. Still Alive.
NoClanFrank
Posted 4th Jan 2006 6:39am
Post 1997 / 5840
Quoting Hapa Hanu
Fascinating! Thank you for revealing the wisdom!
What wisdom? It fascinates me that you think of it as wisdom.
Sorry LordSeafood that it didn't work for you.
No its not needed ... all you need is When_Dead and the Play_Sound
[edit]Alright ive got it working now, im assuming (as i couldnt be bothered testing) that it was because i had the event in the level as i had to with the trigger. I got rid of the trigger and now have the 3 events outside the level and the sound remains consistent
Another thanks goes to NCF for pointing me in the right direction
*Note* without the cyclic timer strange things happen as i found out, so pretty much ignore the beginning[/edit]
hey this might be in the wrong topic but are well i was reading though +the forum code yesterday and i cant remember what the link is again can any one help?