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Why does PlaySound have a worldPosition argument?

Share questions, scripts and tutorials related to the ScriptAPI in SFD.
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Ol1vver
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Why does PlaySound have a worldPosition argument?

Post by Ol1vver » Fri Jan 22, 2021 3:02 pm

It doesn't affect anything from what I can see as a normal player.
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KliPeH
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Post by KliPeH » Fri Jan 22, 2021 3:30 pm

I'm not very familiar with the Map Editor functions but I imagine you can use PlaySound as a source of ambient noise in specific areas like the boiler room in Hotel or Steamship which produces a buzzing sound as you get into it. Probably the same with wave sounds as you walk onto the deck etc.
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Post by Ol1vver » Fri Jan 22, 2021 4:06 pm

KliPeH wrote:
Fri Jan 22, 2021 3:30 pm
I'm not very familiar with the Map Editor functions but I imagine you can use PlaySound as a source of ambient noise in specific areas like the boiler room in Hotel or Steamship which produces a buzzing sound as you get into it. Probably the same with wave sounds as you walk onto the deck etc.
Those are made with the SoundAreas. The sounds activate as soon as you walk into the area.
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Post by Gurt » Fri Jan 22, 2021 5:09 pm

In case we ever wanted to implement pan for sounds from outside the camera. We never did so that's just a left over. It doesn't really do anything.
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