Can any one help me?
I'm making a horror game and I want to create an event for a phone, which plays the phone SE until the player/charcter answers it. I tried to do it but the SE just constantly played without any stops sou it just sounded like a constant sound and therefore it didn't sound anything like a phone . I want create the effect of a real phone. is it possible to do this?
Phone event
● ARCHIVED · READ-ONLY
-
-
I got it to sound like a phone by doing this:
Loop
Play SE
Wait 120 Frames
Repeat Above
To make the phone, make a Parallel Process event that plays the sound on page 1 (with the second page as a blank page with a Switch Condition - and place it off to the side of the screen :p ) and then the event of the phone itself (set to action button) will use the switch to turn off the ringing event and then proceed to whatever should happen when you pick up the phone.
I hope that helps! -
Ok thanks, I'll try this
-
I tried do what was mentioned above but it didn't work, maybe I'm didn't quite understand the second part right as I could get the loop right to play the phone sound, but have been unable to do the part where the event changes when the player answers it. the closet I got was to have the event for the phone sound on working and then set a new event for the event for the phone itself but sound for the phone kept playing even though I switched it off on the second page of the event for the noise. is it because i was doing two separate events ? when it should have all been inside one? or did i just have my switches wrong because i don't completely understand how they work for this situation, cos using some of those and it ruined the event so i had to start the event again from scratch.
-
AlphaSilvr gave out the wrong advice in the first place, as there is no need for a loop (the parallel process is already looping).
But to see what went wrong, we'd need screenshots of your event page (the entire window and all of its event pages please). -
Not saying I wasn't wrong (as I could definitely be), but I tested it on my program before posting and it worked fine as I had it set up. I will post a screen shot in a minute.
EDIT: Added screenshots - There may be a better way to do this but this is what I was talking about. (With what I gave, there were two separate Events - one playing the sound and the phone itself to turn off the sound and continue with what you wanted it to do when answered) :D
EDIT 2: I didn't have a phone in the map I was using so I placed bottles there instead. :p
EDIT 3: Didn't realize that you don't need the loop with a PP... we all learn something new. :D
-
You don't even need a parallel process.
Use an event with 2 pages. Both will have the phone image (check the Direction Fix button if the image comes from a character sheet).
In whatever event should trigger the phone to start ringing, make it turn on a switch.
In the phone event, set the pages like this:
Page 1
Conditions: none
Trigger: Action Button
Event Commands: none
Page 2
Conditions: Switch is ON (use the switch that you just turned on in the other event)
Trigger: Action Button
Event Commands: Control Switches (same switch) = OFF (to stop it ringing)
Whatever other commands you want to have here - dialogue, changing other switches to advance quests, etc
Autonomous Movement: Custom Move Route:
- Play SE
- Wait 120 Frames
That's it. The second page is the one that controls the phone ringing and stopping, and the autonomous move route will do the actual ringing. Since it's an autonomous move route, you can make it repeat without having to set the page to parallel processing. Then as soon as the player interacts with it, it'll make the old page active again and it'll stop ringing. -
thanks for the help I think this I've got it sorted now.
-
I know this is already solved, but how about using a route for the ringing? Put the sound and the wait on the event custom route:
<>Play sound: ring
<>Wait: 20 frames
(You can also use a BGS for the phone ringing).
Then inside the phone event you place the stuff you want it to make. Text, whatever. The event route will stop while the event is on. Then at the end of the event you turn on a switch (either self or global) to deactivate the event and voilà.
Salut,
Muramasa
EDIT: Oh, right, didn't read properly. -
That is exactly what I said to do.