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Making the player breathe.


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I'm incorporating gas masks into my mod, and I want to make the player play appropriate breathing noises while they're equipped. I already have the framework for it, and I've been able to add conditional sprint sounds successfully.

 

What I don't know how to do is how to smoothly implement a constant breathing sound. I figure it'd be easy to just slap on a script that plays a looping sound, but I don't want it to overlap with spoken dialogue, if I can help it. I'd also like to be sure that the breathing noise doesn't get in the way of dialogue, either.

 

Does anyone have any ideas on how I could do this?

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If that's Ability and Conditions, then IsInDialogueCamera and IsPlayerInConversation. Honestly, still don't know what's the exact difference and if they do same or not, so i just use both.

Maybe, IsTalking could be enough here, because player still breaths while listening.

 

Don't remember Events related to dialogues.

Edited by hereami
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IsTalking was what I was looking for. It works best, since sprint breathing is technically the player talking. The cut-off is kind of harsh, and I'm not sure how to script it better, but it's better than overlap. Thanks for the pointer.

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