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wmebook:ch10 2008/01/10 14:10 wmebook:ch10 2008/01/10 14:12 current
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-Now we could easily expect that we could play sound through **PlaySound** (similary to PlayMusic) and stop it through **StopSound** (Similary to StopMusic), we can **PauseSound** or **ResumeSound** - we've seen it before and the logic is the same as in the music but here we're doing more magic.  +As we could easily expect, we can play sound through **PlaySound** (similary to PlayMusic) and stop it through **StopSound** (Similary to StopMusic), we can **PauseSound** or **ResumeSound** - we've seen it before and the logic is the same as in the music but here we're doing more magic.  
-We first get a Node (our newly created sprite entity Fun) and attach sound to it. Then we move the entity on the screen and sound follows the position on the screen so it runs from left to right.+First we get a Node (our newly created sprite entity Fun) and attach sound to it. Then we move the entity on the screen and sound follows the position on the screen so it runs from left to right.
If we assigned any imagery to the sound, we could easily have a passing car followed by its sound. Neat, isn't it? If we assigned any imagery to the sound, we could easily have a passing car followed by its sound. Neat, isn't it?
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Just for the record as a very advanced feature we can set a realtime ambience for the sound, we have triplet of the functions: Just for the record as a very advanced feature we can set a realtime ambience for the sound, we have triplet of the functions:
-**SoundFXEcho**, **SoundFXReverb** and **SoundFXNone**, but usage is beyond the scope of this book. For inquisitive mindcs it can be great to have one sound and then adding realtime ambience through WME rather than having multitude of sounds.+**SoundFXEcho**, **SoundFXReverb** and **SoundFXNone**, but usage is beyond the scope of this book. For inquisitive minds, it can be great to have one sound and then adding realtime ambience through WME rather than having multitude of sounds.
But back to our modest needs. As a demonstration we'll handle a door. There are three states - locked door, unlocking the door and open door squeak. But back to our modest needs. As a demonstration we'll handle a door. There are three states - locked door, unlocking the door and open door squeak.
 
wmebook/ch10.1199970620.txt.gz · Last modified: 2008/01/10 14:10 by metamorphium
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