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How do I disable loading sounds?

11 posts, 182 views
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CHrankAdminDeinFreund
13 days ago
The loading bar makes weird sound effects. Why?
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CArankTheMooseIsLoose
13 days ago
(edited 13 days ago)

Cause you downloaded my soundtrack.

quote:
Why


To break up the silence between main menu music and briefing music, since music can not be used on the load screen in a satisfactory way.
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CHrankAdminDeinFreund
13 days ago
(edited 13 days ago)

Thanks, i forgot about that :)

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CArankTheMooseIsLoose
13 days ago
(edited 13 days ago)

It's nice for being able to tell your loading progress with your screen not focused, but I agree it could sound less "weird". Needs a sound effect that can sound okay playing multiple copies of itself at the same time, and I didn't have much that fit. Or better scripting.
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NOrankAdminAnarchid
10 days ago
Perhaps there's still enough room to fit a single looping beat sample of some sort?
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CArankTheMooseIsLoose
10 days ago
I wasn't able to get a looping track working on loadscreen. At least the way I've done it in the past requires counting gameframes, which can't be done in loadscreen.
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NOrankAdminAnarchid
10 days ago
(edited 10 days ago)

The `addon:update` callin receives precisely one argument `dt` which is the number of milliseconds since last update call. This should be available in loadscreen and even better than gameframe, because you don't have to multiply it by 30.
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CArankTheMooseIsLoose
6 days ago
(edited 6 days ago)

I will give this an attempt, so far this is the "loading loop" I like best, just needs volume amplification: https://opengameart.org/content/loading-screen-loop
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CArankTheMooseIsLoose
4 days ago
quote:
[LuaIntro] Error: In Update(): [string "LuaIntro\Addons\ambientplayer.lua"]:69: attempt to perform arithmetic on local 'dt' (a nil value)


Doesn't look like it's available.
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NOrankAdminAnarchid
4 days ago
Impart full callin code.
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ILrankAdminhokomoko
4 days ago
AFAIK LuaIntro uses the new handler which doesn't supply Update() with dt.
However, you have Spring.GetTimer() and Spring.DiffTimers(), so you should be able to measure it in the widget.
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