PAPVAFS11 Posted March 29, 2023 Share Posted March 29, 2023 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? Link to comment Share on other sites More sharing options...
hereami Posted March 30, 2023 Share Posted March 30, 2023 (edited) 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 March 30, 2023 by hereami Link to comment Share on other sites More sharing options...
PAPVAFS11 Posted March 30, 2023 Author Share Posted March 30, 2023 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. Link to comment Share on other sites More sharing options...
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