cadaha Posted January 23, 2014 Share Posted January 23, 2014 Hi, I have a sound marker for a bathroom where I have a small waterfall. I want the user to be able to turn off the water and therefore the sound. For some reason I cannot find a way to mute it. I've tried disabling the sound marker (obviously it wouldn't be that simple) I've found some script to set the ambient sound to 0 which would work except that it seems to only apply if called from the marker as you need the instanceID int instanceID = mySFX.play(self) ; play mySFX sound from my selfSound.SetInstanceVolume(instanceID, 0) I can't seem to grab the instanceid from the marker to use. If anyone has a solution to the problem I'm having toggling the water could you please point me in the right direction. Many thanks Link to comment Share on other sites More sharing options...
mellowtraumatic Posted January 23, 2014 Share Posted January 23, 2014 Take a look at this thread. You should be able to do this the exact same way with an activator. http://forums.nexusmods.com/index.php?/topic/1330018-static-objects-and-activators/&do=findComment&comment=11202171 Link to comment Share on other sites More sharing options...
cadaha Posted January 24, 2014 Author Share Posted January 24, 2014 Thanks for the link :) I managed to get it working as desired using the information you provided. One thing I did notice when working on this, is that the sound marker was actually redundant as the water churn FX has its own sound attached. Link to comment Share on other sites More sharing options...
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