Attach an Audio Emitter to player
by Tsuki Nomisai · in Torque Game Engine · 02/09/2016 (9:10 am) · 4 replies
Is there a way to do this?
About the author
#2
That said, Shapebase (which is the parent class for most interactive objects in the game) provides structures to handle both looping and non-looping audio.
If you need an audio source distinct from the player but attached to it, one option would be to build an "invisible" shapebase-derived object with the desired audio functionality (profile swapping, triggers, etc.) and mount it to one of the player's skeleton nodes.
03/06/2016 (1:36 pm)
I don't think so ... at least not directly. The structures to handle mounting are defined at the shapebase level ... audio emitters are lower-level sceneobjects.That said, Shapebase (which is the parent class for most interactive objects in the game) provides structures to handle both looping and non-looping audio.
If you need an audio source distinct from the player but attached to it, one option would be to build an "invisible" shapebase-derived object with the desired audio functionality (profile swapping, triggers, etc.) and mount it to one of the player's skeleton nodes.
#3
@kent What would be an example of a script to build it?
03/06/2016 (9:45 pm)
@james This is a hypothetically speaking type of question.@kent What would be an example of a script to build it?
#4
What exactly are you trying to accomplish?
03/06/2016 (10:52 pm)
I don't understand the gameplay outcome you are looking for nearly well enough to try and give a script example. What exactly are you trying to accomplish?
james burch
I havent seen a reference to that but, perhaps you already realize that an emitter can move , thusly following whatever object shouldnt be a problem . BTW Im only guessing :)