Laurent's Recent Forum Activity

  • mekonbekon

    You are amazing and so reactive ! .

    I discovered that Speaker objet part of the code is sufficient to make the soundscape engine to run. Tile map part of the code can be switched of. You achieved to create something wonderful with very few lines. I'm impressed

  • mekonbekon

    I get it ! It seems to be working.

    My first attempt with this soundscape thing was to use positioned audio. My scene had almost 30 different sound sources with a moveable listener but this (very well working) system needed to much ressources. I was thinking about starting to play the different sound sources when the listener sprite was entering their "sphere of influence", stoping sources that are to far to be heard anyway and thus preserving CPU ressources.

    But I was not able to make this system to work.

  • mekonbekon

    Your pedagogical talents are astonishing !

    Your last suggestions about the speaker option sounds very interesting and absolutely what I may need for my project . I can't really get how you would do that. I mean, I understand the logic but am not skilled enough to implement it. Any (additional) help would be great !

    About this method, BTW, can we instead imagine the sprite being a Listener and activating sound of the 8 adjacent tiles around it ?

  • mekonbekon

    That's a really smart way of achieving this !

    Thanks so much !

    I was wondering, instead of fading previous sound and starting new one once previous has stopped, how can we do a cross fade so the sound level heard would remain stable ?

    What about "fade=0.5" variable ? Is it fading rate ?

  • mekonbekon

    Thanks !

    This looks awesome !

    Yes, the idea is this : every type style plays a different sound. Sound keeps playing the same when you go from a tile type to the same tile type and fades when you go to a different tile type. The loops I'm playing are about 30 s long (rain, wind in the trees...)

    The point is to make a "sound landscape" that evolves when the player moves.

  • Hi to all !

    I'm building an app in which each tile of a tile map triggers a sound when the user drags a sprite on it.

    I' managed to trigger the sound and let it play as long as the sprite is over a given tile but I would need the sound to fade out and stop when the sprite leaves the tile.

    How can I do that ?

    My second goal is to have a single function to make this automatic, a single function for every tile.

    Any idea on how to do that ?

    Thanks !

    Laurent

    Here's a cap of the code I have so far

    https://www.dropbox.com/s/6njx2wzt5dg1j ... .37.27.png

  • 99Instances2Go Still no idea about that ?

  • Thanks 99Instances2Go !

    That's an interesting approach.

    I was thinking about the following gestures, any idea on how to do that ?

    • 2 fingers to drag/scroll layer (this is what Google map proposes now for mobiles gestures)
    • 2 fingers pinch to zoom/de-zoom (this is what Google map proposes now for mobiles gestures)
    • 1 finger tap for spawning.
    • 1 finger hold on spawn object to drag it around the layout
  • I just did.

    No .c3p included because it happens all the time and can be reproduced with any .c3P

  • So the problem may not come from C3 ?

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  • Ashley zenox98

    This it what I see :

    https://www.dropbox.com/s/ucnd0rzu3qi47 ... 8.png?dl=0

    Could it be a bug ?

  • Jaydon Ashley

    Thanks for your advice !

    I have this configuration :

    • Project properties say : Viewport size = 854 x 480
    • Layout properties say : Layout size = 1708 x 960 and Layout Margins = 1000x1000

    Viewport is smaller than Layout so Viewport limits should appear as dotted rectangle on the Layout scene. As it does with C2.

    But it doesn't.

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Laurent

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