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Questions and Answers / Re: Audio lines
« Last post by KingR on Today at 11:14:02 am »The solution : for the audio of the dialogues, I used PlayMusic instead of PlaySound :
void r_PlayMarcus(Critter& player, Critter@ npc, int val)
{
// passing value for dialog
if(val == 1)
PlayMusic(player, "MCS1A.wav", 0, 0);
else if(val == 2)
PlayMusic(player, "MCS1B.wav", 0, 0);
else if(val == 3)
PlayMusic(player, "MCS1C.wav", 0, 0);
This temporarily stops the music in that area, but I restart it at the end of the dialogue
void r_PlayMarcus(Critter& player, Critter@ npc, int val)
{
// passing value for dialog
if(val == 1)
PlayMusic(player, "MCS1A.wav", 0, 0);
else if(val == 2)
PlayMusic(player, "MCS1B.wav", 0, 0);
else if(val == 3)
PlayMusic(player, "MCS1C.wav", 0, 0);
This temporarily stops the music in that area, but I restart it at the end of the dialogue

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