Search the Community
Showing results for tags 'sound'.
-
After I watch a replay, I lose the boost jump sounds.
-
when the game lags the music goes out of sync permanently
-
after spectating someone on the leaderboard, i quit spectating them,then all my landing, double jump and falling sound effects dissapeerd
-
everytime i watch a reply of a friend i loos the sound of my feet forcing me to exit
-
When spectating someone and they complete a level, the boost ability loses its sound, not much of a difference but still a bug, i pefer to hear when the ability is working
-
After viewing a friend's replay, I no longer hear player sound effects such as footsteps or boost noises. Other sound effects from the level are still present.
-
footsteps and the gaining speed sound just disappears after watching replays
-
I alt tabbed, cliked out and instantly tabbed back in. Resault was me losing all audio but the menu sounds...
-
Basicamente luego de ver una repetición de cualquier circuito el sonido que deberian hacer mis saltos no se escucha y por ahora la unica solución que tengo es reiniciando el juego.
-
Footstep audio seems to stop after spectating another player, or watching a replay. Only way to fix is to restart.
-
I've been working on this for a while. I'm giving up now. I think it will be better for me to get help. I'm making a weapon mod. I cannot add the sound file. This is my prefab. local assets= { Asset("ANIM", "anim/excalibur.zip"), Asset("ANIM", "anim/swap_excalibur.zip"), Asset("ATLAS", "images/inventoryimages/excalibur.xml"), Asset("IMAGE", "images/inventoryimages/excalibur.tex"), Asset("SOUNDPACKAGE", "sound/excalibur_sound.fev"), Asset("SOUND", "sound/excalibur_sound.fsb"), } local function IsValidVictim(victim) return victim ~= nil and not (victim:HasTag("sword") or victim:HasTag("kill") or victim:HasTag("king")) and victim.components.health ~= nil and victim.components.combat ~= nil end local function OnAttack(inst) inst.SoundEmitter:PlaySound("excalibur_sounds/sound/excalibur_attack") end local function OnTool(inst) inst.SoundEmitter:PlaySound("excalibur_sounds/sound/excalibur_tool") end local function onattack(attacker, target) if not target:IsValid() then return end if target.components.combat ~= nil then target.components.combat:SuggestTarget(attacker) end if target.components.sleeper ~= nil and target.components.sleeper:IsAsleep() then target.components.sleeper:WakeUp() end end local function fn() local function OnEquip(inst, owner) owner.AnimState:OverrideSymbol("swap_object", "swap_excalibur", "excalibur") owner.AnimState:Show("ARM_carry") owner.AnimState:Hide("ARM_normal") inst.SoundEmitter:PlaySound("excalibur_sounds/sound/excalibur_equip") end local function OnUnequip(inst, owner) owner.AnimState:Hide("ARM_carry") owner.AnimState:Show("ARM_normal") inst.SoundEmitter:PlaySound("excalibur_sounds/sound/excalibur_unequip") end local inst = CreateEntity() local trans = inst.entity:AddTransform() local anim = inst.entity:AddAnimState() local sound = inst.entity:AddSoundEmitter() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddNetwork() inst.entity:SetPristine() MakeInventoryPhysics(inst) MakeHauntableLaunch(inst) anim:SetBank("excalibur") anim:SetBuild("excalibur") anim:PlayAnimation("idle") if not TheWorld.ismastersim then return inst end inst:AddComponent("weapon") inst.components.weapon:SetOnAttack(onattack) inst.components.weapon:SetDamage(50) inst.components.weapon.onattack = OnAttack inst:AddComponent("tool") inst.components.tool:SetAction(ACTIONS.CHOP) inst:AddComponent("finiteuses") inst.components.finiteuses:SetMaxUses(250) inst.components.finiteuses:SetUses(250) inst.components.finiteuses:SetOnFinished(inst.Remove) inst:AddComponent("inspectable") inst:AddComponent("lootdropper") inst:AddComponent("tradable") inst:AddComponent("equippable") inst.components.equippable:SetOnEquip( OnEquip ) inst.components.equippable:SetOnUnequip( OnUnequip ) inst:AddComponent("inventoryitem") inst.components.inventoryitem.imagename = "excalibur" inst.components.inventoryitem.atlasname = "images/inventoryimages/excalibur.xml" inst:ListenForEvent("equip", function(inst, data) onequip(inst, data) end) inst:ListenForEvent("unequip", function(inst, data) onunequip(inst, data) end) return inst end return Prefab("common/inventory/excalibur", fn, assets, prefabs) What am I doing wrong?
-
- sound
- sound effect
-
(and 5 more)
Tagged with:
-
Bonjour, quand nous passons en mode spectateur, beaucoup de sons disparaissent et nous devons redémarrer le jeu
-
sometimes after watching a replay, my sound cuts out! stop it!
-
No sound when entering world when green sis talking
-
No sound when entering world when green sis talking
-
I'm not sure why this is occuring.
-
I beat this stage with the double jump by jumping on the edge of the door to the above platform past it. Then I use the slant below it to gain speed and double jump into the end goal. My assumption is that never having landed on "solid" ground again for some reason messes with the jump sounds upon resetting.
-
After spectating other players, or after viewing a replay, Jumping/strafing and other sounds are muted until The program is restarted.
-
шаги и звуки смерти не издают звук, все настройки звука на максимум
-
шаги и звуки смерти не издают звук, все настройки звука на максимум