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How do I disable loading sounds?

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CHrankAdminDeinFreund
2 months ago
The loading bar makes weird sound effects. Why?
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CArankTheMooseIsLoose
2 months ago
(edited 2 months 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
2 months ago
(edited 2 months ago)

Thanks, i forgot about that :)

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CArankTheMooseIsLoose
2 months ago
(edited 2 months 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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EErankAdminAnarchid
2 months ago
Perhaps there's still enough room to fit a single looping beat sample of some sort?
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CArankTheMooseIsLoose
2 months 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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EErankAdminAnarchid
2 months ago
(edited 2 months 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
2 months ago
(edited 2 months 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
2 months 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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EErankAdminAnarchid
2 months ago
Impart full callin code.
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ILrankAdminhokomoko
2 months 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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