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Game Maker Audio_Play_Sound

Game Maker Audio_Play_Sound. If you don't want it to start playing until a length of time since the room had started then. Lower priority sounds will be stopped in favour of higher priority sounds, and the priority value can be any real.

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The group index is the value returned when you created the group using the function audio_create_sync_group(), and the sound index is the index of any compressed sound (*.ogg or *.mp3) from the asset browser. } the above code checks the global variable sfx and if it returns true then the sound indexed in the variable snd_explode will be played through the emitter indexed in the variable s_emit with a low priority and no looping. This function only adds the sound to the group, but it does not.

For That, You'll Need To Use Audio_Play_Sound Instead.


The group index is the value returned when you created the group using the function audio_create_sync_group(), and the sound index is the index of any compressed sound (*.ogg or *.mp3) from the asset browser. With this function you can play any sound resource in your game. When the player clicks a menu option the desired music plays.

Next, Double Click Into The Player Object, Objplayer;


Add the following code to the create event of the layer object: Just thought i would let you know. As the person above states your answer is audio_play_sound(snd_jump, 1, false).

And Then Play Any Sound You Want With Audio_Play_Sound (Sound_Song, 10, False);


As you have your code, it will check z key is pressed twice simultaneously (that's maybe. This function will check the given sound to see if it is currently playing. With this function you can play any sound resource in your game.

You Provide The Sound Index And Assign It A Priority, Which Is Then Used To Determine How Sounds Are Dealt With When The Number Of Sounds Playing Is Over The Limit Set By The Function Audio_Channel_Num.


Music for each level / room of your game Gamemaker studio 2 has a complete audio engine that is based on the *.ogg, *.mp3 and *.wav sound formats. Bringing ai to the edge.

You Provide The Sound Index And Assign It A Priority, Which Is Then Used To Determine How Sounds Are Dealt With When The Number Of Sounds Playing Is Over The Limit Set By The Function Audio_Channel_Num().


With this function you can assign a sound to a previously create sync group. Lower priority sounds will be stopped in favour of higher priority sounds,. In game makers games, mp3 sounds are used for background sounds and wavsounds are used for sound effects, if you try using a mp3 as a normal sound you will encounter some problems, excpesially in gamemaker :

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