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-Liam-

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  06/12/2008
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Wii OwnerIt's-a me, Mario!Hero of TimeStrawberry
30th September, 2012 at 30/09/2012 10:01:39 -

I have a music introduction and then a loop to follow right after - what is the best way to get MMF2 to deal with this? It seems pretty simple to me - having MMF2 play the intro, then play the loop infinite times after so many seconds, but in the past I've had trouble using events that rely on the accuracy of the timer. (This may have been in TGF1 though)

So I'm just curious, do you think timed events will work out?

i.e.

Start of Level
-play sample "music-intro"

Timer = 10 seconds
-play and loop sample "music-loop"

Or is there a more accurate method? Thanks for any input.

 
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Akai_R



Registered
  16/04/2008
Points
  436
30th September, 2012 at 30/09/2012 14:05:05 -

Cant you use "isnt a certain sound playing?" event, then trigger the music loop after that?

 
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s-m-r

Slow-Motion Riot

Registered
  04/06/2006
Points
  1078

Candle
30th September, 2012 at 30/09/2012 14:27:12 -

Try this...Here are two events.


IF Start of Frame
THEN Play Sound #1
///
IF Sound #1 Is Not Playing
AND IF Sound #2 IS Not Playing
THEN Play Sound #2



 
n/a

-Liam-

Cake Addict

Registered
  06/12/2008
Points
  556

Wii OwnerIt's-a me, Mario!Hero of TimeStrawberry
30th September, 2012 at 30/09/2012 15:26:39 -

Thanks guys,I know it seems like a weird question. I was just curious if there would be like a split second pause while MMF2 was dealing with it. (I don't actually have the intros and loop audio files just yet..) I'll try your methods anyway, thanks!

 
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