Gendai: Can you answer...about sounds/music.
rebump
Member Posts: 1,058
I was just wondering about something regarding when we implement volume control in our games. Sometimes we implement a "mute" button and/or volume slider(s) that can mute when slid all the way down to zero. Often, we use "0" (zero) to represent "mute" is on -or- a volume level where no sound/music behavior should be heard. The attribute that contains this value is obviously used in the "volume" sub-attribute of a "play sound" or "play music" behavior.
My question is...if that attribute is indeed set to zero, is the "play sound" and "play music" behavior smart enough to abort or does the sound still play only at an inaudible volume?
I would hope you have it abort but if not (and until it does) I'd like to know if we should wrap it in a rule to avoid it using processor time unnecessarily playing an unheard sound.
My question is...if that attribute is indeed set to zero, is the "play sound" and "play music" behavior smart enough to abort or does the sound still play only at an inaudible volume?
I would hope you have it abort but if not (and until it does) I'd like to know if we should wrap it in a rule to avoid it using processor time unnecessarily playing an unheard sound.
Comments
I would imagine it would work just like the iPod volume control, in that 0 means play inaudibly...
The rule idea seems like the way to go.
`
Rule: If volume > 0
- Play Music
`
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