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99 — Play Sound Effect At...

Changed in 0.2.0

Plays a sound effect at the waypoint the action names, and keeps an endless loop playing there.

Editor data
Numeric ID
99
Engine ID
TACTION_PLAY_SOUND_AT
Editor name
Play Sound Effect At...
Need token
NEED_SOUND_AND_LOCATION
Parameters
  1. Soundsound
  2. Waypointwaypoint
Attachment
none
INI example
[Actions]
<TriggerID>=1,99,0,<Sound>,0,0,0,0,<Waypoint>

An endless loop stays at the waypoint after the action runs. A sound is an endless loop when its section has LOOP in Control and sets Loop=0. A loop with a Loop= count behaves like any other sound.

While the waypoint is out of range, the loop is silent. Each time the waypoint comes back into range, the loop starts again without its attack sample. The sound’s Range in SOUND.INI sets how far it carries.

Nothing stops such a loop before the scenario ends. It is kept in a save game and resumes after a load.

The action holds up to 200 sounds at once: every endless loop it has placed, and every other sound while it is still playing. While all 200 are held, the action plays nothing.

Caveats
  • The sound is a [placed sound](/systems/sound-effects/#placed-sounds), so it fades and pans with the waypoint's position relative to the view.
  • A sound that is not an endless loop plays only if the waypoint is in range when the action runs. It is not started later, and it is not restarted after it ends or fades out.

History

  1. Changed0.2.0In development

    Keep Play Sound Effect At sounds at their waypoint