file Audio Emitter Bug

  • Ralph
  • Ralph's Avatar Topic Author
  • Offline
  • Senior Marbler
  • Senior Marbler
  • Matan's Fervent Fan
  • Posts: 846
  • Thank you received: 136
05 Sep 2017 12:04 #1
I like using Audio Emitters, to bring some ambiance to my levels since MBP. I wanted to try things out in PQ, but nothing went as I expected.

I placed those Audio Emitters in order to make windmills not remain silent, and it partly worked.

And I say "partly" because the sounds were playing during the flyby, but when I spawn in the level, the ambient sounds suddenly cut! Only the default sounds are playing and not the custom sounds.

Please, HiGuy, tell me there is a way to fix this?

You forget a thousand things everyday. Make sure Marble Blast isn't one of 'em.
Instagram : ralphfrommb

Please Log in or Create an account to join the conversation.

  • HiGuy
  • HiGuy's Avatar
  • Offline
  • Lead Developer
  • Lead Developer
  • PQ Developer Emeritus
  • Posts: 1334
  • Thank you received: 605
06 Sep 2017 00:00 #2
Gotta admit I've never used the Audio Emitters. Best guess says change the audio type to some other channel, maybe it's getting set to a muted one.

This signature is real code
Code:
function clientcmd12dothepq() { commandToClient(LocalClientConnection, '34onthedancefloor'); }

Please Log in or Create an account to join the conversation.

Moderators: Doomblah
Time to create page: 0.737 seconds
We use cookies

We use cookies on our website. Some of them are essential for the operation of the site, while others help us to improve this site and the user experience (tracking cookies). You can decide for yourself whether you want to allow cookies or not. Please note that if you reject them, you may not be able to use all the functionalities of the site.