UltimateSonic Posted November 4, 2006 Report Share Posted November 4, 2006 Is there a way to "overlap" sounds? Okay. Lets say that Sonic collects a ring. It makes the little sound right? Now, lets say that Sonic is running really fast and collects a row of rings. He was running so fast that you didn't hear any of the rings' sounds. Is there a way to fix this? Another example: Sonic jumps on an upward spring. Spring "boings" and bounces him up. A flying enemy runs into him, knocking out his rings. However the ringloss sound is not played due to the spring's sound effect. Is it possible to somehow make the sounds overlap? Thanks Link to comment Share on other sites More sharing options...
DimensionWarped Posted November 4, 2006 Report Share Posted November 4, 2006 Use some manner of sound control extension if you mean in MMF. Link to comment Share on other sites More sharing options...
TRD Posted November 4, 2006 Report Share Posted November 4, 2006 Go to application properties and enable, Multi-samples, Also make sure all your sounds are enabled with "uninteruptable" option. Link to comment Share on other sites More sharing options...
DimensionWarped Posted November 4, 2006 Report Share Posted November 4, 2006 Hmmm... I really don't know MMF very well. I didn't know that. Link to comment Share on other sites More sharing options...
TRD Posted November 4, 2006 Report Share Posted November 4, 2006 Hmmm... I really don't know MMF very well. I didn't know that. Really? I'm surprised. You made a good tag team engine using it. Link to comment Share on other sites More sharing options...
DimensionWarped Posted November 4, 2006 Report Share Posted November 4, 2006 Well yeah, I'm decent enough at programming and seeing how things work. I don't know MMF's features or interface work that well though. Link to comment Share on other sites More sharing options...
TRD Posted November 4, 2006 Report Share Posted November 4, 2006 Well if there's a feature you don't know how to use, let me know. I can probably help out. Link to comment Share on other sites More sharing options...
DimensionWarped Posted November 4, 2006 Report Share Posted November 4, 2006 I just made a topic about something like that actually. Link to comment Share on other sites More sharing options...
UltimateSonic Posted November 4, 2006 Author Report Share Posted November 4, 2006 Yes, I'm using MMF but the uninterruptable option doesn't help much... Link to comment Share on other sites More sharing options...
TRD Posted November 4, 2006 Report Share Posted November 4, 2006 Did you set the Multi-samples function? That has to be on in order for the Uninteruptable feature to work. Link to comment Share on other sites More sharing options...
UltimateSonic Posted November 4, 2006 Author Report Share Posted November 4, 2006 Multi-samples function? Where do I set it? Link to comment Share on other sites More sharing options...
TRD Posted November 4, 2006 Report Share Posted November 4, 2006 O.K. I'll take some screenshots to guide you through the process. Give me about 5-minutes. (10-minutes later.....) O.K. here we go: Step 1: [ATTACH]102[/ATTACH] Step 2: [ATTACH]103[/ATTACH] Step 3: [ATTACH]104[/ATTACH] Final Step: [ATTACH]105[/ATTACH] I hope this helps. Link to comment Share on other sites More sharing options...
LarkSS Posted November 5, 2006 Report Share Posted November 5, 2006 Uh, uninterruptable is only used for samples you don't want interrupted if more than 8 samples are played at once. In other words, only use it if you must or really don't want that sample to get interrupted. ( i.e. If an extra life sample is playing, I doubt you'd want it stopped. ) Link to comment Share on other sites More sharing options...
TRD Posted November 5, 2006 Report Share Posted November 5, 2006 Hey, Larkss, Long time no see! Your right that's what it does. He basically wanted to know how to get the sounds to overlap also to play sounds when, say he collects a ring and at the same time crushes a badnik. But your right though. Link to comment Share on other sites More sharing options...
LarkSS Posted November 5, 2006 Report Share Posted November 5, 2006 A week is a long time. =P Been busy with my competition game so I haven't been around sfghq for quite some time. Anyways, I mentioned it since you said to make all samples uninterruptable and if you do that, it's the same as leaving them all interruptable, so that's why I explained that it should only be used for samples that you really don't want interrupted. Link to comment Share on other sites More sharing options...
TRD Posted November 5, 2006 Report Share Posted November 5, 2006 It's only been a week? I need to get a calendar. Thanks for the correction. 1 Link to comment Share on other sites More sharing options...
UltimateSonic Posted November 5, 2006 Author Report Share Posted November 5, 2006 Nice! It sounds so much more ... alive XD Thankyou. Rep point given, TRD. Though I didn't make them all uninterruptable. Link to comment Share on other sites More sharing options...
TRD Posted November 5, 2006 Report Share Posted November 5, 2006 Thanks! Wow, my first Rep point! Link to comment Share on other sites More sharing options...
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