AntiFiter
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| Joined: 14 May 2009 |
| Total Posts: 12290 |
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| 27 Sep 2014 01:59 PM |
| Let's say you have 1 sound in a script, and the script plays it every .5 seconds. The actual audio is 1 second long, so you'd have overlapping sounds. But, that's not the case. Whenever you do :play() on the sound, it resets it, and plays it again. Does anyone know how to make the same sound overlap itself, so not restart when using Play:(). Purpose? I'm making a gun with a fire sound, and the gun shoots pretty fast, and it does what I just talked about, it resets the sound everytime the script does :play(). |
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Bobobob12
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| Joined: 23 Jan 2008 |
| Total Posts: 5350 |
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| 27 Sep 2014 02:04 PM |
| need to clone play then delete |
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AntiFiter
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| Joined: 14 May 2009 |
| Total Posts: 12290 |
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| 27 Sep 2014 02:15 PM |
| is there a better less laggy way |
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AntiFiter
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| Joined: 14 May 2009 |
| Total Posts: 12290 |
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AntiFiter
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| Joined: 14 May 2009 |
| Total Posts: 12290 |
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AntiFiter
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| Joined: 14 May 2009 |
| Total Posts: 12290 |
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AntiFiter
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| Joined: 14 May 2009 |
| Total Posts: 12290 |
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| 27 Sep 2014 07:46 PM |
@Dr
Like I said before, the sound will keep replaying. It won't overlap. A while true do wouldn't help. |
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AntiFiter
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| Joined: 14 May 2009 |
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| 27 Sep 2014 08:18 PM |
wait(.5) soundthingy:stop() wait(.1) soundthingy:play() |
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| 27 Sep 2014 08:20 PM |
AntiFiter, have you tried having two different sound instances?
sound1:Play() wait(.5) sound2:Play() wait(.5)
sound1 and sound2 would have the same sound Asset ID |
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AntiFiter
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| Joined: 14 May 2009 |
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| 27 Sep 2014 09:11 PM |
@Training
I'm pretty sure that would not work
@co
I'm trying to not have to do that |
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| 27 Sep 2014 09:32 PM |
Dude you can't play the same song and have it overlap itself.
You have no choice but to make another one and play it |
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AntiFiter
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| Joined: 14 May 2009 |
| Total Posts: 12290 |
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| 27 Sep 2014 10:32 PM |
I took a random gum I had and changed the fire pitch to .1, making it take around 3 seconds to play
I could hear the overlapping sounds finish when I unclicked |
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| 28 Sep 2014 12:45 AM |
| There's this thing called an echo |
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Goulstem
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| Joined: 04 Jul 2012 |
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| 28 Sep 2014 12:56 AM |
| I think theres a property called 'looped' or something in the Audio object. |
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Obscurely
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| Joined: 30 May 2013 |
| Total Posts: 1216 |
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| 28 Sep 2014 03:17 AM |
| Two audios is the easiest option, or you could do a long length of properties scripting for one audio. |
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Roblok1
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| Joined: 27 Jul 2011 |
| Total Posts: 2019 |
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| 28 Sep 2014 04:04 AM |
Use a loop and give it the 0.5 wait time.
Now do:
While true do
S = Instance.new("sound") S.SoundId = [soundID] S.Parent = [parent] S:Play() game.Debris:AddItem(S, 0.5)
wait(0.1)
end
Here we go....... |
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