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  1. #1

    Default engine acceleration

    Hi guys,
    I am working on a 3d racing game where I have 2 of my cars ready to export.
    While I am working on exporting the cars and the scenery, I am wondering how do
    you make an engine acceleration sound when the user steps on the gas pedal and
    then deaccelerate when the user lets go of the gas pedal? Is this through
    lingo, or is it a loop sound or both?

    Roofy Guest

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  3. #2

    Default Re: engine acceleration

    Hi,

    Pick a sound, import it in director, an play it when the user press a key, use
    the sound (channel) to play, pause or stops the sound (fade in and fade out
    supported)

    _sound.channel(x).play(member) --up to 8 channels.

    There is no way to store sounds in animations in a w3d file (i guess you are
    asking that too).




    ensamblador Guest

  4. #3

    Default Re: engine acceleration

    Hi,

    You can use the #rateShift property of soundChannel.

    -- code is something like this:

    pGear = 1 -- this is the variable for current gear, change it from 1 to 5
    for example
    pNote = 2 -- some value between 0 to 11 , use this value between gears

    sound(1).play([#member: member("engine_gear"&pGear ),#loopCount:0,
    #rateShift:pNote ])


    you can use this pNote variable between gears and you need different sounds
    for all gears and all gear passing.


    You can see this kind of sound controls in my new game HANGAR3. You must use
    some vechiles to hear it :)

    [url]http://www.shockland.com/games/hangar3/hangar3.htm[/url]

    Ege

    shockland.com Guest

  5. #4

    Default Re: engine acceleration

    shockland,
    yeah thats the ticket. I actually did some reading about this and this is what I was refering to. Thanks
    Roofy Guest

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