Guest Messenjah Posted April 4, 2013 Posted April 4, 2013 (edited) So, I am trying to create a simple script that will fade out the screen, play a short sound effect, and then fade back in. However, even though the creation kit page claims you can still use the "PlaySound" portion of the script, it refuses to work and the script will fail. http://www.creationkit.com/PlaySound <----- link where it describes this. Basically, I am using this on a script fragment within dialogue. Here is the property I added to the fragment source: <code>Sound Property mySound Auto</code> So within the fragment, I added this: Game.FadeOutGame(false, true, 35.0, 1.0) PlaySound mySound The sound points to my sound marker, NOT the descriptor. What am I doing wrong? This sound should only really effect the player and should be at full volume, so it doesn't need a source to refer to. Thus, playsound is the best opiton but doesn't seem to work and the fragment will not save. I've tried this a number of different ways and I can't get it to work. Any ideas? Edited April 4, 2013 by Messenjah
steve40 Posted April 4, 2013 Posted April 4, 2013 "PlaySound" is a console command, not a Papyrus command, silly. Here's the Papyrus method. So your code syntax should be: mySound.Play(self)
Guest Messenjah Posted April 4, 2013 Posted April 4, 2013 Ah, I'll check it out. It tried it last night and it didn't work though. Is there anything I need to do with (self) to define it better? Like set "self" as a property?
Guest Messenjah Posted April 11, 2013 Posted April 11, 2013 (edited) Oops, wrong window lol. Edited April 11, 2013 by Messenjah
JetSteele Posted August 20, 2014 Posted August 20, 2014 well to play sounds I usually do it this way: mySound.Play() sometimes it doesn't compile like this so another way that always works for me is this (100% works): mySound.Play(Game.GetPlayer()) if you want to play the sound on the player if you want to play it on another actor then you have to make an actor property and in the () put the property: Actor Property myActor Auto mySound.Play(myActor) hope it helps.
SmultronBusken Posted March 8, 2015 Posted March 8, 2015 Hi! Iam having a issue when Iam using my own sounds. How did you import your own sound files?
JoKelly Posted August 6, 2015 Posted August 6, 2015 (edited) On 3/8/2015 at 5:21 PM, SmultronBusken said: Hi! Iam having a issue when Iam using my own sounds. How did you import your own sound files? some people use Wav files, but Ive found Skyrim to be buggy when using wavs, what you can do is use multiXWM to convert the files then load them into your Data/Music/ (custom music file) then insert them into the game using the CK. Edited August 6, 2015 by JoKelly
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