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

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

Post by NutJob »

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

Post by TheLastOrder »

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

Post by ninjanerdbgm »

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

Post by TheLastOrder »

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

Post by Halluinoid »

playSound("beacon_furnace_activate") is pretty incredible, love that, great list for sure
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KhrougH
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Re: [REFERENCE] Here's a list of all pre-defined sounds in LoG 2

Post by KhrougH »

:mrgreen:
Oooohhh yeahhhh
Thanks a lot. That's a great job.i want to taste those sound as soon as possible.
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Halluinoid
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Re: [REFERENCE] Here's a list of all pre-defined sounds in LoG 2

Post by Halluinoid »

playSound("power_gem_ambient")
end

make a fantastic sound in the game, but just never stops which is not good :oops:
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Isaac
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Re: [REFERENCE] Here's a list of all pre-defined sounds in LoG 2

Post by Isaac »

Bear in mind that you cannot use stereo sounds for playSoundAt().
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THOM
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Re: [REFERENCE] Here's a list of all pre-defined sounds in LoG 2

Post by THOM »

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

Post by ratman »

Is there a sound that would go good with an earthquake?

Also this is there something wrong with this script? it gives error 'stack overflow'

Code: Select all

function playSound()
playSound("blob_launch")
end
edit: never mind, for some reason it didn't like the capital in the function name.
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