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Some issues regarding sound effects

A topic by bee4728 created Jul 01, 2024 Views: 240 Replies: 5
Viewing posts 1 to 3
(1 edit)

Could this be improved so that a longer sound effect plays in full when the enemy spots the player? I've tried making the enemy invisible and using sound effects to play a small section of plot dialog or BGM needed for a specific chapter when he spots the player, which seems like a good idea, but I've run into a problem where the sound effect in play stops playing if you're too far away from the enemy ..........

I've tried decorating and the triggered sound effects have the same problem

Developer

You could place a trigger to play a sound file, then the sound will play when the player walks into that tile.

I've tried using triggers and had the same problem with them still interrupting playback when I'm far away, one problem with triggers is that they can be re-triggered, if I walk back and forth on top of the trigger I'll hear overlapping sounds that didn't finish playing, and doing storyline conversations that are usually only used 1 time doesn't seem to be very well suited to triggers

Developer

What version are you using?
Triggers are only supposed to activate once, so it sounds like you're experiencing a bug.
Also, do the sounds interrupt when you get far away, or does it only happen if other sounds are played after it (weapon firing, enemy sounds, etc..)
I'm only able to encounter the interrupting audio issue if many other sounds are played after the trigger is activated, so if that's the same issue, it'll be fixed in the next alpha build.

I've tried both versions 1.104 and 1.105 and encountered exactly the same situation

Found some bugs where (when the ceilings were shorter) when jumping on top of a monster's head, the character would get pinned to the ceiling and never come back down.