How to control 2 sounds at same time

I have 2 actors that get spawn randomly sometimes at the same time. I have create a game integer attribute called sound.

  • For actor1 - I have a change attribute to set sound to 1 when the actor spawns
  • For actor2 - same attribute to set sound to 2

Then I created a controller and say when game.sound = 1, play music1
Otherwise
if game.sound = 2, play music2

This works when actors are spawn but when they spawn together, both musics play at same time/

All I want to do in this condition is, when both actors spawn together, only music 1 should play, hence music 2 should be silent. Anyone able to guide on this. Thanks

Comments

  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    edited November 2014

    Have you tried this?


    When attribute game.sound=1
    Stop Music
    Play Music [music1]

    When attribute game.sound=2
    Stop Music
    Play Music [music2]

    Just to clarify, when the two actors spawn together, do you want music1 to always play or only if actor1 spawned first (or only if actor2 spawned first)?

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  • sysadssysads Member Posts: 146
    edited November 2014

    @tatiang said:
    Have you tried this?


    When attribute game.sound=1
    Stop Music
    Play Music [music1]

    When attribute game.sound=2
    Stop Music
    Play Music [music2]

    Just to clarify, when the two actors spawn together, do you want music1 to always play or only if actor1 spawned first (or only if actor2 spawned first)?

    Hi, thanks for the response. I had already tried the stop attribute, it just stops the sound completely even while actors are been spawn.

    Yes in event when both actors are spawn at same time, only music 1 should play. This means, there must be a way to stop music 2 from sounding while music 1 is sounding or mute music 2 when music 1 plays

  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949

    Can you try this demo and let me know if this is what you're wanting?

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  • sysadssysads Member Posts: 146

    @tatiang said:
    Can you try this demo and let me know if this is what you're wanting?

    Thanks but whats missing is when both actors appears at same time on screen

  • sysadssysads Member Posts: 146

    Hi, just to make it clearer, take a look at this game for unity I came across and from 2:30, you will notice that when a new block is spawn, it plays a sound but when 2 same blocks combine together, that plays another sound but at the same time, a new block was spawn without a sound

  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949

    Because actors never spawn at exactly the same instant, one actor's rules should take precedence. I changed the demo I posted so that it spawns them "at the same time" and actor 2's music plays instead of actor 1.

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  • sysadssysads Member Posts: 146

    @tatiang said:
    Because actors never spawn at exactly the same instant, one actor's rules should take precedence. I changed the demo I posted so that it spawns them "at the same time" and actor 2's music plays instead of actor 1.

    Is the attachment updated?

  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949

    No, sorry. I just changed the spawner so that it no longer picks a random number and instead has just two behaviors (no rules):


    Spawn actor [actor1]
    Spawn actor [actor2]

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  • sysadssysads Member Posts: 146

    Sorry, I still can't get it right. Can you only give me the logic. That should allow me create the blocks. Thanks

  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949

    I don't think my solution is what you really are looking for but here's the updated demo.

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  • sysadssysads Member Posts: 146

    The only other logic that comes to my mind is - when music 1 plays, then mute all other sounds. I only see stop music attribute but no stop sound.

    Also is there plan to add feature where you can play a sound on dedicated channels meaning music 1 plays on channel 1 while music 2 plays on channel 2 and so on, so that i can then control individual channel volumes?

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