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Game maker studio sound not playing
Game maker studio sound not playing










game maker studio sound not playing

See small example with slider and sound on/off button. Or if you have slider in sound preferences then you can set any volume (for example, 0.5 for 50% of maximum volume). So, for enable/disable sounds you need change this variable from 0 to 1 or from 1 to 0 (like global.volume_sfx = !global.volume_sfx). Variable global.volume_sfx must contain value from 0 (no sound) to 1 (full volume). This code gets volume from settings ( var vol = global.volume_sfx) and plays all sounds with this volume. Then call it when you need play any sound. When I need stop all sounds, I do: audio_stop_all() Ĭreate new script with name play_sound with first code. Var s = audio_play_sound(snd, 50, loop) // Start soundĪudio_sound_gain(s, vol, 0) // Set volume for this sound Var loop = false // need loop sound or not Var snd = argument // name of sound which need play, passed to the script If vol = 0 exit // if volume is 0 then not need play, exit Var vol = global.volume_sfx // global.volume_sfx must contain volume (0.1) The above code will change the pitch of the audio played from the sound indexed in the variable "s_engine" based on the value of the variable "gear".Usually I do something like this: /// play_sound(sound, ) Var s_engine = audio_play_sound(snd_CarEngine, 10, false) Ĭase 1: audio_sound_pitch(s_engine, 0.8) break Ĭase 2: audio_sound_pitch(s_engine, 0.9) break Ĭase 3: audio_sound_pitch(s_engine, 0.95) break Ĭase 4: audio_sound_pitch(s_engine, 1) break Ĭase 5: audio_sound_pitch(s_engine, 1.2) break iOS, for example, clamps to (1/256) - 8, so you may need to experiment on each target platform and have different versions of a sound resource, each one pre-shifted, should you require higher or lower octave values.Īudio_sound_pitch(index, pitch) Argument NOTE: The clamped value given above is what GameMaker Studio 2 attempts to clamp the range to, but this value is not guaranteed on all target platforms.

game maker studio sound not playing

It is worth noting that the total pitch change permitted is clamped to (1/256) - 256 octaves, so any value over or under this will not be registered.

game maker studio sound not playing

It is best to use small increments for this function as any value under 0 or over 5 may not be audible anyway. The pitch argument is a pitch multiplier, in that the input value multiplies the current pitch by that amount, so the default value of 1 is no pitch change, while a value of less than 1 will lower the pitch and greater than 1 will raise the pitch. If it is an index of a playing sound, then only that instance will be changed, however when using a sound asset from the Asset Browser, all further instances being played of that sound will be changed. The sound can either be one referenced from an index for an individual sound being played which has been stored in a variable when using the audio_play_sound() or audio_play_sound_at() functions, or an actual sound asset from the Asset Browser. This function can be used to change the pitch of a given sound.












Game maker studio sound not playing