[REFERENCE] Here's a list of all pre-defined sounds in LoG 2

Ask for help about creating mods and scripts for Grimrock 2 or share your tips, scripts, tools and assets with other modders here. Warning: forum contains spoilers!
NutJob
Posts: 426
Joined: Sun Oct 19, 2014 6:35 pm

Re: [REFERENCE] Here's a list of all pre-defined sounds in L

Post by NutJob » Tue Nov 18, 2014 11:51 pm

Extremely useful and worth a bump to just say thanks. Before I caught this thread it was a huge pain in the butt. Also, thank you JKos, very helpful to just c/p real fast testing for the right sound.

User avatar
TheLastOrder
Posts: 104
Joined: Wed Oct 17, 2012 1:56 am

Re: [REFERENCE] Here's a list of all pre-defined sounds in L

Post by TheLastOrder » Sun Nov 30, 2014 6:57 am

Any idea about how to do that a sound makes its sounds in a specific point of a map (because what I'm noticing is that playSound("key_lock") in a script, activated when I push a lever, sounds always in my the position of the party...)
Thanks guys

ninjanerdbgm
Posts: 28
Joined: Tue Nov 04, 2014 6:53 pm

Re: [REFERENCE] Here's a list of all pre-defined sounds in L

Post by ninjanerdbgm » Sun Nov 30, 2014 8:27 am

TheLastOrder wrote:Any idea about how to do that a sound makes its sounds in a specific point of a map (because what I'm noticing is that playSound("key_lock") in a script, activated when I push a lever, sounds always in my the position of the party...)
Thanks guys
You can use playSoundAt("sound_name", level, x, y)

User avatar
TheLastOrder
Posts: 104
Joined: Wed Oct 17, 2012 1:56 am

Re: [REFERENCE] Here's a list of all pre-defined sounds in L

Post by TheLastOrder » Mon Dec 01, 2014 12:47 am

ninjanerdbgm wrote:
TheLastOrder wrote:Any idea about how to do that a sound makes its sounds in a specific point of a map (because what I'm noticing is that playSound("key_lock") in a script, activated when I push a lever, sounds always in my the position of the party...)
Thanks guys
You can use playSoundAt("sound_name", level, x, y)
Great. Thanks a lot NinjaNerdbgm!

User avatar
Halluinoid
Posts: 165
Joined: Tue Apr 02, 2013 7:08 pm
Contact:

Re: [REFERENCE] Here's a list of all pre-defined sounds in LoG 2

Post by Halluinoid » Sat Nov 17, 2018 5:21 pm

playSound("beacon_furnace_activate") is pretty incredible, love that, great list for sure

User avatar
KhrougH
Posts: 68
Joined: Tue Sep 04, 2018 11:45 pm
Location: Roma

Re: [REFERENCE] Here's a list of all pre-defined sounds in LoG 2

Post by KhrougH » Sat Nov 17, 2018 9:54 pm

:mrgreen:
Oooohhh yeahhhh
Thanks a lot. That's a great job.i want to taste those sound as soon as possible.
[...]
All those moments will be lost in time, like tears in rain.
Time to die.

User avatar
Halluinoid
Posts: 165
Joined: Tue Apr 02, 2013 7:08 pm
Contact:

Re: [REFERENCE] Here's a list of all pre-defined sounds in LoG 2

Post by Halluinoid » Mon Jan 28, 2019 6:40 pm

playSound("power_gem_ambient")
end

make a fantastic sound in the game, but just never stops which is not good :oops:

User avatar
Isaac
Posts: 2949
Joined: Fri Mar 02, 2012 10:02 pm

Re: [REFERENCE] Here's a list of all pre-defined sounds in LoG 2

Post by Isaac » Mon Jan 28, 2019 8:29 pm

Bear in mind that you cannot use stereo sounds for playSoundAt().

User avatar
THOM
Posts: 1130
Joined: Wed Nov 20, 2013 11:35 pm
Location: Germany - Cologne
Contact:

Re: [REFERENCE] Here's a list of all pre-defined sounds in LoG 2

Post by THOM » Mon Jan 28, 2019 11:37 pm

Halluinoid wrote:
Mon Jan 28, 2019 6:40 pm
playSound("power_gem_ambient")
end

make a fantastic sound in the game, but just never stops which is not good :oops:

You can redefine the same file as a new sound for the game. And use it than without the loop. (Might sound weird though...)
THOM formaly known as tschrage
_______________________________________________
My MOD (LoG1): Castle Ringfort Thread
My MOD (LoG2): Journey To Justice Thread | Download

Post Reply