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| 05 Jun 2017 11:22 PM |
| I am trying to find an efficient way to add music into my game depending on what area you are in. There are many methods like Region3(), Invisible blocks, ect, but each has there own flaws. I tried Region3, but when I used FindPartsInRegion3(), it wouldn't work. Any ideas? |
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| 05 Jun 2017 11:34 PM |
FilteringEnabled and create sounds with LocalScript?
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| 05 Jun 2017 11:34 PM |
omg ignore my post i misunderstood what you were asking
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OhSoMoody
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| Joined: 20 Dec 2015 |
| Total Posts: 139 |
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| 05 Jun 2017 11:41 PM |
| Depends on the layout of your scene a bit. If you keep it confined in large squares...the most efficient method may be to simply check the X/Z coordinates of your player and hard-code it. Check on 1sec intervals... |
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| 05 Jun 2017 11:49 PM |
Put the music in the characters head and put a hitbox around every area that changes the soundID everytime you enter asid area
EVERY🎃NE HAIL T🎃 THE PUMPKIN SONG |
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| 10 Jun 2017 01:23 AM |
| Using blocks seem a bit unprofessional though, no offense. |
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| 10 Jun 2017 01:25 AM |
Just make a script into a part of the area's floor that says:
function ontouch() game.Workspace.Sound:Play() end script.parent.touched:connect(ontouch) |
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| 10 Jun 2017 07:58 PM |
The only way to designate that you've entered a new area is with a hitbox triggering or with coordinates and one is way more effective than the other
EVERY🎃NE HAIL T🎃 THE PUMPKIN SONG |
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| 10 Jun 2017 08:07 PM |
magnitude and sounds in the plr's playergui
im a mlg |
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| 14 Jun 2017 12:11 PM |
| that doesn't work but besides the fact, I am doing Region3 at the exits and entrances, works well so far, thanks for all your help. |
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| 14 Jun 2017 12:12 PM |
local character = {mycharacter} print(workspace:IsRegion3EmptyWithWhiteList(region,character)) |
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| 14 Jun 2017 12:14 PM |
| nvm theres no whitelist version, has to be an ignore list :( |
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