Pxxx NCB Set operator

Is it possible to play more than one sound with it? I'm making a plugin where I want the player to land on a planet, be forced off, and have three sounds played in order. Seemingly, the Pxxx operator only plays the last sound encountered in the queue. I have tried using separate missions (via the Sxxx operator), and it still only plays the last one. Does anybody have any ideas short of remixing them together (which I really don't want to do)?

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Here a slice, there a slice,
everywhere a slice slice.

Quote

Originally posted by Katana:
Is it possible to play more than one sound with it? I'm making a plugin where I want the player to land on a planet, be forced off, and have three sounds played in order. Seemingly, the Pxxx operator only plays the last sound encountered in the queue. I have tried using separate missions (via the Sxxx operator), and it still only plays the last one. Does anybody have any ideas short of remixing them together (which I really don't want to do)?

Mixing shouldn't be that hard. Theoretically, you could just copy/paste them in order into a snd resource. Right?

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Windows users: stop asking for plugins. (url="http://"http://www.aznt.com/EVN/EVNEW/")Make one yourself.(/url)
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I have no program to do this. I was just using three sounds from the nova scenario, and I don't have any clue how to mix them, which is why I was asking about playing them in order.

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Here a slice, there a slice,
everywhere a slice slice.

There are plenty of free programs out there that can splice sounds together. I think the problem you are having is that it is trying to play them all at once, and the engine can only handle one triggered sound at a time.

When you use the Sxxx operator, it starts the next mission right away. That means that it will try to play the sounds all at once.

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Is there any way to delay it like a sec so that they are delayed slightly? If not, I suppose I just won't worry about the sound thing. It's not too important anyways... 😕

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Here a slice, there a slice,
everywhere a slice slice.

Unfortunatly, there is no way to do a real time delay, only delays in game-days, which isn't really helpful.

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Ah, okay, thanks.

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Here a slice, there a slice,
everywhere a slice slice.

Quote

Originally posted by Katana:
**Is there any way to delay it like a sec so that they are delayed slightly? If not, I suppose I just won't worry about the sound thing. It's not too important anyways... 😕

**

Sort of. Its an ungodly kludge, but: (url="http://"http://www.AmbrosiaSW.com/cgi-bin/ubb/postdisplay.cgi?forum=Forum9&topic;=004914")http://www.AmbrosiaS...m9&topic=004914(/url)
-Az

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Originally posted by Azratax2:
**Sort of. Its an ungodly kludge, but:http://www.AmbrosiaS...m9&topic=004914
-Az

**

Ugh, I see what you mean. Bleh, I guess I'll just mix it... :frown: Anybody know of a good program to do this?

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Here a slice, there a slice,
everywhere a slice slice.

Quote

Originally posted by Katana:
Ugh, I see what you mean. Bleh, I guess I'll just mix it...:frown: Anybody know of a good program to do this?

If you are using ResEdit, that was what I was talking about. Copy/paste the binary code into a sound resource in order. Would this work?

Anyhow, I use a program called "SoundEffects." I don't remember where I got it, but I used it to make the "Flight of the Parrots" song from Swoop and it worked great. I now have it in mp3 format, thanks to iTunes. 😄

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The programmer's code of entomology: there's always another bug.
Windows users: stop asking for plugins. (url="http://"http://www.aznt.com/EVN/EVNEW/")Make one yourself.(/url)
(url="http://"http://www.cwssoftware.com")Sephil Saga Website(/url)

I doubt that would work, unless ResEdit has a built-in sound management library. Like pretty much anything else, you need header information to define sound data, such as sample rate, bit depth, number of bytes of data, and so on. A simple concatenation of <header1><data1><header2><data2> would certainly not work.

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Quote

Originally posted by Aprosenf:
I doubt that would work, unless ResEdit has a built-in sound management library. Like pretty much anything else, you need header information to define sound data, such as sample rate, bit depth, number of bytes of data, and so on. A simple concatenation of <header1><data1><header2><data2> would certainly not work.

Oh yeah...

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The programmer's code of entomology: there's always another bug.
Windows users: stop asking for plugins. (url="http://"http://www.aznt.com/EVN/EVNEW/")Make one yourself.(/url)
(url="http://"http://www.cwssoftware.com")Sephil Saga Website(/url)

Quote

Originally posted by Katana:
**Ugh, I see what you mean. Bleh, I guess I'll just mix it...:frown: Anybody know of a good program to do this?

**

If you are on the mac, just do a search on versiontracker.com for audio.

If you can't get anything send them to me and I can do it for you.
(url="http://"mailto:andcarne@mac.com")mailto:andcarne@mac.com(/url)andcarne@mac.com