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Reply to playsound - 3D varaible not working?

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April 24th, 08:34 PM
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SimonK
Peasant He/Him Australia
 
I'm not sure that argument number 4 (int active_sprite) actually works

int playsound(int sound_number, int min_speed, int rand_speed_to_add, int active_sprite, bool repeat)

I've tried it in the latest DinkHD and freedink on PQ, with the springers in the purple caves.

If you use any positive integer, no sound, iff you use 0 or a negative number, sound, but it's just blasting out at full volume and not relative to Dink's current position.

Now sp_sound(int sound_bank_num) is working for the most part, with one weird exception, when I leave the cave with the yellow crystal one instance of the sound continues once Dink is in the house after the warp from touching the stairs. If I go out of the house into the village via the door warp, it disappears. Go back inside the house and it is gone.

I've looked via Sprite Replacer for any weird sprites with sound number 50 (the boing.wav) attached and none found, no other sprites with the script that uses this number other than the ones in the cave, so I'm stumped.

looking back through the posts, others in the past have noted the 3D sound placement thing not working.

Anyone got this to work?