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(2 edits)

jumppad.script
```

//player move [offsetX] [offsetY] [offsetZ]
//sound [name] [path] - loads sound and sets it's name. Path rules are the same as for images.
player move 512 0 512

sound woosh Sounds\09_human_charging_1_loop.wav //- loads sound and sets it's name. Path rules are the same as for images.

keeptrigger
map quickreturn keepsounds3
```

Another approach is to use the map quick return with keep sounds too because that will immediately return back to the player and not lag at all but keep any sounds that are played

Thanks. Still can't get it to work quite right. Two questions: 1. In your script below, do you not need to add "Play sound X after loading/setting the name?

2. Here is my script that won't work: 

SoundComputerPanel1.script

sound RetroComputerPanel Sounds/RetroComputerPanel.wav

play sound RetroComputerPanel

timeout 2

keeptrigger

map quickreturn keepsounds3

In my script, the only way the sound plays is if I have a timeout, which pauses the game. If I don't have a timeout, its true that the gameplay mostly returns immediately, but there is no sound. I want the game to play the sound when I walk on the square, with no interruption or at most a millisecond of interruption while still playing the sound.

Sorry your script looks right to me and unfortunately I can't test it right now. There are keepsounds1,2,3 And I think for maybe try using different versions?