Author Topic: Super Sound Guide for YoSniper's Engine  (Read 15910 times)

Sephalos

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Re: Super Sound Guide for YoSniper's Engine
« Reply #15 on: July 17, 2013, 03:36:23 AM »
Then why didn't he just say that the original one he posted worked for Game maker 8.1...     :/
It does work with 8.1, that's the version I use. I just tried doing this on a fresh engine and everything is working fine for me. So I would call shenanigans on gamemaker being weird as it often is the case.

I really wish I could help but sadly I can't.  :BibleThump:

I would concider trying your hand at Fmod, but I have no experience with it.

Starz0r

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Re: Super Sound Guide for YoSniper's Engine
« Reply #16 on: July 17, 2013, 02:14:21 PM »
Then why didn't he just say that the original one he posted worked for Game maker 8.1...     :/
It does work with 8.1, that's the version I use. I just tried doing this on a fresh engine and everything is working fine for me. So I would call shenanigans on gamemaker being weird as it often is the case.

I really wish I could help but sadly I can't.  :BibleThump:

I would concider trying your hand at Fmod, but I have no experience with it.

FMOD is a very hard task to work with, especially in GameMaker 8.1. Though you will get more quality and use out of FMOD and really isn't needed for a project like a Aiwanna game.

pieceofcheese87

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Re: Super Sound Guide for YoSniper's Engine
« Reply #17 on: July 17, 2013, 03:14:38 PM »
Then why didn't he just say that the original one he posted worked for Game maker 8.1...     :/
It does work with 8.1, that's the version I use. I just tried doing this on a fresh engine and everything is working fine for me. So I would call shenanigans on gamemaker being weird as it often is the case.

I really wish I could help but sadly I can't.  :BibleThump:

I would concider trying your hand at Fmod, but I have no experience with it.

I don't think you understand what I was saying. at the start I downloaded a different supersound than the one that you linked because people in the comments said it didn't work for 8.1, So i assumed i couldn't use it... I told you that and you said to stick with it, which I did. Then i found out you use Game maker 8.1, so then I said "Why didn't he just tell me the original one he linked worked with Game maker 8.1?" Anyways, i'm using the original  one now and it works  :Kappa:
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pieceofcheese87

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Re: Super Sound Guide for YoSniper's Engine
« Reply #18 on: July 17, 2013, 03:21:04 PM »
Well Actually I still need help. I put in all the music functions but I don't know what it all means. I have a song in a folder named "Music" in the folder that my game is in called "Electroman" So i put

 case startRoom:
  case loadRoom:
if filePlaying != 1 { filePlaying = 1;
if SS_IsHandleValid(bgm) = 1 { SS_FreeSound(bgm); }
bgm = SS_LoadSound('Electroman.ogg',1); SS_PlaySound(bgm); }
break;

And it still played the "Guy rock" song (bgm01)
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Sephalos

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Re: Super Sound Guide for YoSniper's Engine
« Reply #19 on: July 17, 2013, 05:08:06 PM »
Oh! Well at least that's fixed.
Did you change the default case?
If not change it to this:

default:
if filePlaying != 0 { filePlaying = 0;
if SS_IsHandleValid(bgm) = 1 { SS_FreeSound(bgm); } }
break;


Also change all the cases to have something in it... I'm not sure why but SuperSound doesn't seem to want to group cases together.

Sephalos

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Re: Super Sound Guide for YoSniper's Engine
« Reply #20 on: July 17, 2013, 05:21:55 PM »
Also allow me to explain how the code works:

switch(room){
Checks for room cases within the script.

case loadRoom:
The current room you want to assign something to.

if filePlaying != 1 { filePlaying = 1;
First it checks the fileplaying value, if its not the same as the one currently playing it then switches to that, if not it keeps playing the same one and doesn't change the current song.
This script is there so the music doesn't restart everytime you hit 'R' or change rooms.

So every time you want to switch to a new song you have to add in a new value. So your next song would look like this: if filePlaying != 2 { filePlaying = 2;

if SS_IsHandleValid(bgm) = 1 { SS_FreeSound(bgm); }
Then the script checks if there is a song stored in the handle bgm, if there is one it removes it from memory. This piece of code is here because if you try to remove a song from memory and the handle doesn't currently exists, SuperSound crashes. It's a failsafe.

bgm = SS_LoadSound('Electroman.ogg',1); SS_PlaySound(bgm); }
Then it stores Electroman.ogg to the bgm handle and then plays it. You want to change that line of code to SS_LoopSound(bgm); if you want that song to loop.

break;
Ends the script so it doesn't mess up your other cases (mainly with default).

The default case
This case is used if the script cannot find the current room.
So if you haven't had time to add in a room to your script, it will simply remove the music from memory.
« Last Edit: July 17, 2013, 05:24:10 PM by Sephalos »

pieceofcheese87

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Re: Super Sound Guide for YoSniper's Engine
« Reply #21 on: August 02, 2013, 09:41:12 PM »
i have a problem...
I got supersound to load the ogg files, but
when it switches to another room and the other music starts playing, the old music that was playing doesn't stop.
i did the fileplaying scripts, and they're all different numbers. idk what to do :BibleThump:
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Sephalos

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Re: Super Sound Guide for YoSniper's Engine
« Reply #22 on: August 02, 2013, 09:47:00 PM »
i have a problem...
I got supersound to load the ogg files, but
when it switches to another room and the other music starts playing, the old music that was playing doesn't stop.
i did the fileplaying scripts, and they're all different numbers. idk what to do :BibleThump:
make sure you have this piece of code
if SS_IsHandleValid(bgm) = 1 { SS_FreeSound(bgm); }
that's the one that stops and removes the song from the handle.

pieceofcheese87

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Re: Super Sound Guide for YoSniper's Engine
« Reply #23 on: August 02, 2013, 10:26:40 PM »
...could i just send you the gm81 file with the music folder and the ogg files and you do it for me?  :Kappa:

this is all too confusing for me  :ResidentSleeper:
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Sephalos

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Re: Super Sound Guide for YoSniper's Engine
« Reply #24 on: August 02, 2013, 11:56:17 PM »
...could i just send you the gm81 file with the music folder and the ogg files and you do it for me?  :Kappa:

this is all too confusing for me  :ResidentSleeper:
sure, send it over by private message or something. I'll check it out tomorow, right now I'm off to bed.

pieceofcheese87

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Re: Super Sound Guide for YoSniper's Engine
« Reply #25 on: August 03, 2013, 11:31:26 AM »
ok i sent a PM to you
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Sephalos

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Re: Super Sound Guide for YoSniper's Engine
« Reply #26 on: August 03, 2013, 01:52:43 PM »
ok i sent a PM to you
Alright I sent you back the file, everything should be fine now.  :KevinTurtle:

pieceofcheese87

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Re: Super Sound Guide for YoSniper's Engine
« Reply #27 on: August 10, 2013, 09:37:44 PM »
sorry for asking so many questions but is there a way to play sound effects with supersound?
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13lueWolf

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Re: Super Sound Guide for YoSniper's Engine
« Reply #28 on: August 10, 2013, 10:12:04 PM »
Just a friendly tip for game makers, try and dabble with a little bit of everything to find what you understand. Start with that. Then go and try to push it to the next level.  :FrankerZ:

Don't expect everything to be done for you, especially when looking for specific things you want to add to a game. SuperSound has some flaws, but not in the way that prevents you from getting the job done. It's all "behind the scenes" stuff in the .dll and the way the extension works.

Every Sound .dll available does the same thing. In the end, it doesn't really matter which one you use. But...

If you want high-quality sound capabilities, I wouldn't use anything other than FMOD. It's easy to use once you learn the way it works. I wanted full control over my sound engine, so I went and created my own modified version of the .dll for my game.  :Kreygasm:

Anyways, I hope we all keep getting better and better at making games. The Wannabe community has a great potential to make awesome games.

pieceofcheese87

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Re: Super Sound Guide for YoSniper's Engine
« Reply #29 on: August 22, 2013, 03:34:33 PM »
How do you stop the current music?
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