David Brasher Posted June 3, 2012 Share Posted June 3, 2012 The wiki has a very short article with very vague example scripts which do not clearly show which parts are placeholders that need to be edited in the script in your mod. The example scripts: int Function Play(ObjectReference akSource) native int instanceID = mySFX.play(self) ; play mySFX sound from my self Sound.SetInstanceVolume(instanceID, 0.5) ; play at half volume Source: Play - Sound No advice is given on how to set the properties on the script. Although I have created a new sound which functions in-game when an activator is activated, this sound is not even on the list of sounds that can be attached to properties. How is a person to proceed? Link to comment Share on other sites More sharing options...
scrivener07 Posted June 3, 2012 Share Posted June 3, 2012 Heres a script I wrote with play() just yesterday. Should give a better example of usage in context than I could describe. Edit: "Plays the sound from the location of the specified object reference." This means that the parameter play() takes is the target you want the sound to come from. If self is used it will play the sound from the object reference the script is attached to. You could even set it to another object reference like a door across the room. Link to comment Share on other sites More sharing options...
David Brasher Posted June 4, 2012 Author Share Posted June 4, 2012 (edited) I can't get this part of your script to work: ;Be sure to point this to your effect by opening the properties window. Sound Property mySoundEffect Auto My custom sound is never on the list of possible sounds that can be attached to property "mySoundEffect." I have created a Sound Descriptor and I know it works because I can get it to play its sound in the game if I attach it to an activator. I touch the activator and my custom sound plays. But the CK won't let me attach my custom sound to a property and use it in a script. Edited June 4, 2012 by David Brasher Link to comment Share on other sites More sharing options...
scrivener07 Posted June 5, 2012 Share Posted June 5, 2012 Did you use the sound marker or sound descriptor? Add it like this.http://i1268.photobucket.com/albums/jj569/Scrivener07/Scrivener07/Capture0.png Link to comment Share on other sites More sharing options...
steve40 Posted June 5, 2012 Share Posted June 5, 2012 Yep, you need a sound marker as Scrivener says. See this thread for a reasonably detailed walkthough on adding sound effects. Link to comment Share on other sites More sharing options...
David Brasher Posted June 5, 2012 Author Share Posted June 5, 2012 That is as counter-intuitive as all get-out. I am never going to place a sound generating speaker with this sound in any of my locations, but it would appear that I have to build one to use a sound in a script. I wonder what those programmers were smoking while they designed and built Skyrim? Thanks for the help. Link to comment Share on other sites More sharing options...
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