Programming Sounds & Widgets for Missions?

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  • Anna Alora
    • Aug 2025
    • 41

    #1

    Programming Sounds & Widgets for Missions?

    Is it possible to program overlapping sounds to play in a mission space? I'm trying to set up a mission with ambient background noise, and when a player triggers an event, that will trigger a separate sound widget to start playing a specific track, but I keep getting "video is already playing."

    I've been also having trouble programming the widget to play a specific track at a specific time, like if you just set up the sounds to all trigger start/stop separately so there's no overlap. When the player triggers the event, it won't "start" the sound, or if I set it to "play specific track" it seems that the "Artist - Track Title" format doesn't work for specifying a YT video, or maybe I'm just doing it wrong! LMK any tips or solutions for programming sounds!!
  • Aribella Lafonte
    • Dec 2024
    • 76

    #2
    What I do to have background ambience noise is to use a separate widget, being a stereo, youtube player or one of those sound discs, like rain or crickets. Then use a stereo for the triggered sound effects. The Youtube players aren’t good for this since they won’t do as their interactions are programmed for. I don’t think they are configured yet to do that. They can, however, start a video when you enter a space by setting it up in the configuration settings and selecting the video that you want to play. So, if you want triggered sound effects, use more than one stereo/widget if they are to be triggered at the same time.

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    • Anna Alora
      • Aug 2025
      • 41

      #3
      I have a floor speaker w ambient and vintage radio set to trigger sound effects. If I have the floor speaker playing ongoing ambient noise and set up the triggered sound effect, I keep getting the "video is already playing" notification. If I manually start the triggered sound on the radio myself and set it to continue sound in world, it will start and the sounds will overlap as desired. I tried to set it up so that the ambient noise would stop, the triggered noise would play, and then the ambient noise would start again, but I'm not having luck with that either Weird, hopefully the sound configuration can get tweaked soon!

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      • Aribella Lafonte
        • Dec 2024
        • 76

        #4
        To successfully get this to work, you will need to scrap the vintage radio for the triggered sound effects and use a Soundcloud widget instead. Try replacing it with the gramophone since they both have that vintage antique look to them. You can go directly to the Soundcloud website to search/listen/try to find a sound effect that may work or you can upload your own if you have the knowledge. For the background ambience noise, try placing the speaker to a location in the space where you can still hear it in the background but it's not as overwhelming, if the size of the space will accommodate for it. The further you are from the widget, the softer they become. Then for your triggers, use a different event to trigger the gramophone. If you have your speaker set in the space at a good location, it shouldn't interfere too much with the sound effects. In all of my missions, they are all set to play at the same time, though some sound effects may be louder than others. If you need a sound effect list, just mail me and I will send you a link to those that we used to use on the original game. I don't know if any of them with work for your mission or not, but it is a fairly good-sized list.

        I agree on the configurations. Interactions on Youtube widgets need to be implemented and the proper mark to whether they are a Youtube/Soundcloud widget needs to be added too. It's hard to know which you are buying, unfortunately.

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        • Anna Alora
          • Aug 2025
          • 41

          #5
          Ohh, I see! I will try that. For some reason, I thought all widgets had switched over to the Youtube player. Thank you for your help!!

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