vectortuta.blogg.se

Game maker studio sound not playing
Game maker studio sound not playing




game maker studio sound not playing

It is possible that the other applications may have control of the sound card and have locked out Studio. Please shut down other media playing software while trying to use Studio. Now click the Driver tab and you will see all the driver information including Driver Provider and Driver Date. To determine the manufacturer and date of the video card driver, double click on the video card name. In Device Manager the sound card is displayed in the Sound, video and game controllers section. If you are using Windows Vista, just select the Device Manager button directly from the System window. If you are using Windows XP you can select the Hardware tab then click the Device Manager button. You can get to Device Manager by right clicking on the My Computer icon and selecting Properties. You can determine what sound card you have by checking in Device Manager. If you want to distinguish between walking or jumping, you need to perform a couple of more checks, but nothing hard.Make sure that you have the latest drivers installed for your sound card from the manufacturer's website.

game maker studio sound not playing

Play sound if walk/jump on a musical blockĪs commented in code, this code may work both for jumping on top of or walking onto a musical block. Var curr_coll = place_meeting(x,y+1,oBlock) So, our full code will be: /// Step Event for object 'oPlayer' /// If we want to just play a sound only when landing on a musical key, we can write: if ( (curr_coll=1) & (prev_coll=0) ) You can use both a switch statement, or a chain of ifs, depending on your purpose. That said, we can write our code to check for the needed values.

  • CC = 1, PC = 1 : there's always a collision with a given oBlock or whatever object, so the player is walking on top of it.
  • Now you can play the proper musical sound So, the player was in mid-air and is currently hitting the ground.
  • CC = 1, PC = 0 : there's a collision at the current step, and no collision a game step before.
  • This means the player has just performed a jump

    game maker studio sound not playing

  • CC = 0, PC = 1 : no collision now, but collision detected in the previous step.
  • CC = 0, PC = 0 : no collision both currently and previously, so the player has jumped and is in mid-air.
  • So, we can have four different cases (CC: curr_coll, PC: prev_coll): As well, prev_coll does the same, but assuming the player position in the previous game step. Variables curr_coll is a boolean value that tells us if there's a collision with a block underneath the player at the current position. Var prev_coll = place_meeting(xprevious,yprevious+1,oBlock) Objects name are only indicative: var curr_coll = place_meeting(x,y+1,oBlock) Assuming that in the real world when someone jumps you hear a sound only in the very moment contact with the ground occurs, I managed to get the following code which checks for collision in the current position and in the previous one. I solved this problem without using any additional variables, just collision checking function.






    Game maker studio sound not playing