halfrose Posted June 3, 2018 Share Posted June 3, 2018 Hello. Current thing I'm trying to figure out is how to remove the 'hunger' noise when a character is close to starve. I know it is listed in the stategraph, and while I am calling the stategraph sgwilson, I can't seem to kill the sound. AddStategraphPostInit("wilson", function(sg) local _funnyidle_onenter = sg.states.funnyidle.onenter sg.states.funnyidle.onenter = function(inst) _funnyidle_onenter(inst) if inst:HasTag("mytag") and inst.components.hunger:GetPercent() < TUNING.HUNGRY_THRESH then inst.SoundEmitter:KillSound("dontstarve/wilson/hungry") end end) end This is the basis that i was doing bu that doesn't really do anything If Anyone has any suggestion I would highly appreciate! Thank you for reading! Link to comment https://forums.kleientertainment.com/forums/topic/91355-remove-hunger-sound/ Share on other sites More sharing options...
IronHunter Posted June 3, 2018 Share Posted June 3, 2018 There is a strong possibility that the sound hasn't started playing yet when your function is called. I did some experiments trying to cancel the eat sound for a coach mod a while back with my results below. Potentially doing a dotaskintime(0, etc will delay your kill sound task to the next frame which means sounds will still play for 1/30 of a second potentially. However I am pretty certain that you might get a crash as I did. The original stategraph is expecting a sound to kill upon leaving the state with no safeguards programmed... The best method I have found is to just make a cloned state minus the sound that only plays when your prefab would enter this state and return the original if not your prefab. Link to comment https://forums.kleientertainment.com/forums/topic/91355-remove-hunger-sound/#findComment-1041037 Share on other sites More sharing options...
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