
(no sound distortion)Īudio Source Type - this were predefined AudioSource configurations (like long range / short range sounds etc.). Ignore Time scale - Sound ignore scaling of time. Ignore Pause - Sound is played when pause is turned off. Mostly for volume control/muting of music in game. Sound Priority - Basically audio source priority but turned into ranges and "enumed" (look my previous post). In my system only sound inside a FOV of camera are played but sound got radius so if the sphere is intersecting with fov it will be played.
#Play sound gamemaker generator#
Sound Generator Radius - As I said I'm using my own layer around unit圓d audio system. It will work like your AudioClip had lower volume if lower than 1.īase Pitch - Same as base volume but for pitch. This will let you simulate the volume of your sound. I use for example this component to play sound.Īudio Clip Object - Audio clip that will be played (abstracted)īase Volume - Base volume of the sound. Programmer almost never use AudioClip or AudioSource during programming. If you want to distinguish between walking or jumping, you need to perform a couple of more checks, but nothing hard.The system is more complicated, I got my SoundManager that plays SoundInfo object.
#Play sound gamemaker code#
Play sound if walk/jump on a musical blockĪs commented in code, this code may work both for jumping on top of or walking onto a musical block. Var curr_coll = place_meeting(x,y+1,oBlock)
#Play sound gamemaker full#
So, our full code will be: /// Step Event for object 'oPlayer' /// If we want to just play a sound only when landing on a musical key, we can write: if ( (curr_coll=1) & (prev_coll=0) )

You can use both a switch statement, or a chain of ifs, depending on your purpose. That said, we can write our code to check for the needed values. CC = 1, PC = 1 : there's always a collision with a given oBlock or whatever object, so the player is walking on top of it.Now you can play the proper musical sound So, the player was in mid-air and is currently hitting the ground. CC = 1, PC = 0 : there's a collision at the current step, and no collision a game step before.

This means the player has just performed a jump


Objects name are only indicative: var curr_coll = place_meeting(x,y+1,oBlock) Assuming that in the real world when someone jumps you hear a sound only in the very moment contact with the ground occurs, I managed to get the following code which checks for collision in the current position and in the previous one. I solved this problem without using any additional variables, just collision checking function.
