Playing a Sound

Post » Sat Feb 19, 2011 3:44 am

Alright, so I want to play a somewhat lengthy sound when the PC enters a cell.

To achieve this I have attached an OnLoad script on one of the persistent objects in the cell with the PaySound command ... like this:

Begin OnLoadPlaySound mysoundEnd... Rest of my script




Now the sound plays alright ... but the problem is that if the PC enters Menu Mode (the inventory menu) ... the sound is immediately cut off and doesn't even continue when the player returns to game mode ... and that's just not right.

So ... is there a way I can allow the sound to continue to play in menumode ... or better yet get paused when the PC enters menumode and then begin from that same point when gamemode begins.

Note: This is nott and can not be a looping sound ...
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ZANEY82
 
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Post » Sat Feb 19, 2011 8:13 am

Sound control in the game is horrible. The only thing I can think of is to have a script running that forces the sound to be played constantly for the duration of the initial sound. If the sound is already playing, it will not play again, but if its interupted, it will start over again. That might be a problem but thats about the best you can do I believe. You could detect for menumode, and reset your sound duration timer if you wanted.

The same thing happens in the vanilla game when you are in one of the Oblivion towers with the pillar of fire. Enter a menu and the sound stops and its eerily quiet.
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Steve Smith
 
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Post » Sat Feb 19, 2011 3:41 am

Can I do something with the script extender?
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Tyrel
 
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Post » Sat Feb 19, 2011 4:12 am

I don't use OBSE. Somebody else would have to answer that.
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Ashley Campos
 
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Post » Fri Feb 18, 2011 10:49 pm

Indeed, that sound issue is a right pain. The solution that I have found is to have it spoken by an npc through an object, in the same way the daedric shrines talk to you. You obviously don't have to have the sound that plays in speech to be actual words, so a long sound effect like will be paused like dialogue is when you go into a menu. The problem for this is that if someone has subtitles on, then they can read whatever you have typed in the dialogue entry field, which the CS won't let you leave blank. I've just gone with "*wolf howling*" for now, as I find it looks better than an 'inconspicuous' symbol like "*". I should probably ask ShadeMe to remove that warning with CS extender, and let a blank dialogue field work with the game..
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Krystina Proietti
 
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