davidlallen Posted February 8, 2011 Share Posted February 8, 2011 (edited) I have a bomb item which is similar to a mine, with a beeping countdown represented by a single 10 second sound clip. After 10 seconds the bomb blows up. I have a "remote override" item which, if the player activates it during the 10 seconds, prevents the bomb from blowing up. This is working. The problem is that when the override is used, the remaining few seconds of the beeping countdown sound still play. Is there a way to abort a sound which is playing? Or some other way to approach this so that the beeping countdown stops when I use the override? Edited February 8, 2011 by davidlallen Link to comment Share on other sites More sharing options...
mjskull Posted February 8, 2011 Share Posted February 8, 2011 Im having issues with sounds at the moment myself, I know there isnt a "stop sound" function so you have to start thinking outside the box and attaching the sound to something hidden nearby then when your override is used disable the object playing the sound...things like that. check this thread theres a few good ideas in there: http://www.thenexusforums.com/index.php?/topic/219754-starting-stopping-sounds-help/ Link to comment Share on other sites More sharing options...
davidlallen Posted February 8, 2011 Author Share Posted February 8, 2011 Thanks and kudos for pointing out that thread. I will try a tiny object which gets disabled. I am a little surprised that disabling an object stops its sound, but that seems easiest. A one second sound, which is often replayed by a script, might also work but then the sound itself cannot change over time. I currently have a rising 10 second sound. Link to comment Share on other sites More sharing options...
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