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    ramdom door sounds

    Dark_wizzie
    Dark_wizzie
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    ramdom door sounds Empty ramdom door sounds

    Post by Dark_wizzie Sun Apr 29, 2007 1:17 pm

    From dome
    Code Editing Tutorials
    Random door opening sounds




    With this you'll be able to control on which floor what sound is the door opening/closing sound. This is a new feature recently found out, so it's still unique to this site.

    Step 1. Open WL_ACT1.C and search for "SND". The first time you should find:
    //
    // play door sound if in a connected area
    //
    area = *(mapsegs[0] + farmapylookup[doorobjlist[door].tiley]
    +doorobjlist[door].tilex)-AREATILE;
    if (areabyplayer[area])
    {
    PlaySoundLocTile(CLOSEDOORSND,doorobjlist[door].tilex,doorobjlist[door].tiley); // JAB
    }


    Step 2. Change this to, for example:

    //
    // play door sound if in a connected area
    //
    area = *(mapsegs[0] + farmapylookup[doorobjlist[door].tiley]
    +doorobjlist[door].tilex)-AREATILE;
    if (areabyplayer[area])
    {
    if (gamestate.mapon >= 16) // anything above level 17 has the new sound
    PlaySoundLocTile(DOGBARKSND,doorobjlist[door].tilex,doorobjlist[door].tiley); // JAB
    else
    PlaySoundLocTile(CLOSEDOORSND,doorobjlist[door].tilex,doorobjlist[door].tiley); // JAB
    }
    Step 3. Now search for "SND" again. This time you find:
    ConnectAreas ();
    if (areabyplayer[area1])
    {
    PlaySoundLocTile(OPENDOORSND,doorobjlist[door].tilex,doorobjlist[door].tiley); // JAB
    }

    Step 4. Change this to, for example:


    ConnectAreas ();
    if (areabyplayer[area1])
    {
    if (gamestate.mapon >= 16)
    PlaySoundLocTile(DOGBARKSND,doorobjlist[door].tilex,doorobjlist[door].tiley); // JAB
    else
    PlaySoundLocTile(OPENDOORSND,doorobjlist[door].tilex,doorobjlist[door].tiley); // JAB
    }

    Step 5. Save and compile. Oh yeah, change the sounds you used too, or else the players starts wondering where that barking sound comes from...





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