heirIoom
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| Joined: 15 Jul 2012 |
| Total Posts: 3775 |
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| 24 Jun 2016 10:47 AM |
Just quick question. I know theres a way to do this, as in when you pass through a part and music plays, But are there any more accurate methods so you can play music in certain areas? An example would be how open world RPG's have it to where you can leave a certain area in any direction and it plays the different types of music.
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iDominusU
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| Joined: 07 Sep 2015 |
| Total Posts: 137 |
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| 24 Jun 2016 10:51 AM |
| Make a rather large cube, and set transparency to 1. Also make it to where people can walk through it, and add the music to that part. When they leave the cube, the music will become quieter. Hope this works! (: |
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heirIoom
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| Joined: 15 Jul 2012 |
| Total Posts: 3775 |
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| 24 Jun 2016 10:43 PM |
^ Yes but I dont want the music to fade over time as the player gets farther from the parts. Also depending on how high a players volume is they could hear 2 or more sound blocks at once.
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FrazzIed
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| Joined: 12 Jun 2011 |
| Total Posts: 288 |
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| 24 Jun 2016 11:15 PM |
| Maybe try the Scripters forum. People there might be able to help you. |
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SatanVIII
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| Joined: 08 May 2011 |
| Total Posts: 2129 |
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| 25 Jun 2016 12:19 AM |
no you literally just do what dominus said and when you leave the brick you stop the music.
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| 25 Jun 2016 02:21 AM |
I already made the thing you're looking for: https://www.roblox.com/games/9599540/Forest
A zone script that detects players in the area, plays music for them, once player is outside, music volume goes down and music is muted for that player. |
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heirIoom
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| Joined: 15 Jul 2012 |
| Total Posts: 3775 |
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| 25 Jun 2016 08:34 AM |
@Sat Ripped straight from the wiki:
3D Sound[edit] 3D Sounds are locational and are most commonly used for sound effects. A sound will be 3D if its parent is a part. 3D sounds have several behaviors:
Volume: The closer a player is to a 3D sound, the louder the sound will play for that player. Stereo: If one side of a player is closer to the source of a 3D sound, the player's corresponding speaker will be louder. Doppler Effect: If a 3D sound is approaching a player it will be heard at a higher pitch (and at a lower pitch if the sound is traveling away from the player).
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| 25 Jun 2016 08:37 AM |
This was already answered for me:
https://forum.roblox.com/Forum/ShowPost.aspx?PostID=183747842
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heirIoom
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| Joined: 15 Jul 2012 |
| Total Posts: 3775 |
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| 25 Jun 2016 09:44 AM |
^ Er sorry that wasnt what I asked for. I know how to ply sounds locally and such, but I want to know instead of touching a part and playing a different sound, Is there a different (more accurate) method in which the player could leave a certain area in any direction and have the music change. 3d Method wouldnt work since its unpredictable how high the players volume is and so they could be halfway across the map and hear 5 songs at once.
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| 25 Jun 2016 09:46 AM |
OHH, I can't help you there sorry.
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SatanVIII
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| Joined: 08 May 2011 |
| Total Posts: 2129 |
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| 25 Jun 2016 10:17 AM |
turn on FE so music only plays and stops for one character......
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heirIoom
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| Joined: 15 Jul 2012 |
| Total Posts: 3775 |
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| 25 Jun 2016 10:18 AM |
^ Not looking for someone who knows how to do it, just a basis for an idea. I've been doing a bit of thinking and I'm wondering that if a player is a certain distance from a part (Using Magnitude), then Music plays but if they get farther away then it stops. Only issue is how do I figure out the invisible range a lot more accurately than guessing.
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heirIoom
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| Joined: 15 Jul 2012 |
| Total Posts: 3775 |
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| 25 Jun 2016 10:19 AM |
@Sat Sorry, meant for the guy above you. Also read the paragraph I wrote to Developer.
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SatanVIII
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| Joined: 08 May 2011 |
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| 25 Jun 2016 10:21 AM |
yes i read it i dont understand what your problem is with invisible bricks.
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| 25 Jun 2016 10:22 AM |
Rude. If you want i'll make a demo for you
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| 25 Jun 2016 10:25 AM |
@OP I'm not sure.. Try looking on the wiki.
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heirIoom
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| Joined: 15 Jul 2012 |
| Total Posts: 3775 |
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| 25 Jun 2016 11:26 AM |
@Sat 2 problems. 1. The farther the player gets from the brick the quieter the sound gets. Then if the player leaves the brick and enters a new area you now have 2 sounds overlapping each other, Since when you leave the Brick it just makes the sound fainter.
It also said on the wiki that its mainly used for sound effects in games.
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SatanVIII
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| Joined: 08 May 2011 |
| Total Posts: 2129 |
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| 25 Jun 2016 11:28 AM |
for every problem theres a solution make the sound local so only the player can hear it. then when they leave do a TouchEnded and stop the music so you dont have the unwanted sound
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| 25 Jun 2016 11:38 AM |
You can follow the same concept of having different music play at different time of day.
Use the idea of parts to specify location. But these parts DO NOT access the music directly. Instead the parts change a variable in the player.
The music plays based on this variable.
Arrow shows player moving and C is City and S is Song C1............. ->............ C2 .............-> ............C3 Play S1. Fade out,Fade in. Play S2. Fade out, Fade in. Play S3
Now you want to avoid the music switching rapidly because of fast zone switching.
So you have "dead zones" between each music area.
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| 25 Jun 2016 11:39 AM |
player.AREA.changed() if player.AREA.Value = "DeadZone" then -- fade out elseif player.AREA.Value = "Zone1" then -- fade into music 1 elseif player.AREA.Value = "Zone2" then -- fade into music 2 end end |
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| 25 Jun 2016 01:19 PM |
Just like that other guy said, make a cube and set it transparency 1.
HERE IS THE CATCH
Have all the sounds in the players PlayerGui. When the player goes to a different block, stop all sounds, and play the one that is designated for that area. By putting the sound in the PLayersGui, only that player will hear it. |
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| 26 Nov 2017 05:58 PM |
| Could u make me o ne I need o ne very much |
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