But that's not what you want, is it? Give it some fade parameters! You may refer to the event either by ID number or by name (if you use name, make sure it has no spaces in it, and be forewarned that it will pick the first event on the map with the correct name that it finds, so make sure the names are unique.)īy default, it will play at full volume no matter where you are. is to define an event that will be the source of the sound. is to simply define the X,Y coordinates on the map. You can just use the event that is calling the command as the source - that requires no parameters - but if you want a different location, you have two ways of doing it. The first thing you need to do is define where the sound is coming from. While the parameters are technically all optional aside from the name of the SE file, you'll probably want to include them to get full use out of this plugin. PlayFocusedSE nameOfSEFile parameter=X parameter=X. In events, call a Plugin command as follows: You can use this for sound-based puzzles, or just perhaps some extra immersion. You can use them in events and move routes alike. This plugin allows you to define specific spots on the map where sound effects originate.
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