#1
Posted 24 August 2012 - 08:20 PM
I noticed that we can't use multiple sound effects in Ace in a single map, that one sound works on the entire map. Now I can change this by events in locations (step on a spot, change SE). But we can't have sounds that are based on an area of the map, with a fading parameter based on location of the player versus the location of the sound.
Example: If I am approaching a grandfather clock (a sprite we have in the editor), and then passing it, the sound of the clock will start out quiet, increase in volume as I approach it, and then decrease in volume as I walk past it.
Anyone know of a way to do this? Would this require a script?
#3
Posted 24 August 2012 - 08:59 PM
I haven't seen any scripts that allow you to position sound effects on the map and having them adjust Left and Right speaker output, mainly because I'm far too lazy to look if one exists.
#4
Posted 24 August 2012 - 09:14 PM
Click one of the buttons below for more information.











Each word is a button. Make sure to check them out.
#5
Posted 24 August 2012 - 09:34 PM

Futuristic Tiles are now available in the store!
Parallax Tiles ❤ Celianna's Tileset ❤ Blog ❤ DeviantArt
#7
Posted 25 August 2012 - 07:01 AM
That is where the Modern Algebra RMVX version is; made in 2008. Should we move this thread to the script request section?
#8
Posted 29 August 2012 - 12:10 PM
#9
Posted 29 August 2012 - 08:20 PM

Futuristic Tiles are now available in the store!
Parallax Tiles ❤ Celianna's Tileset ❤ Blog ❤ DeviantArt
Also tagged with one or more of these keywords: Sound, Effects, Ace, Area
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