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PlaySnd trigger being skipped. (Read 2169 times)

Started by DripChips, May 31, 2019, 09:17:53 pm
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PlaySnd trigger being skipped.
#1  May 31, 2019, 09:17:53 pm
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MUGEN seems to be skipping the trigger parameter that i put in a PlaySnd code.

The Trigger:
time = 1440
this code was supposed to loop a sound right when a previous sound stopped,but it doesn't work for some reason.
Last Edit: June 24, 2019, 02:46:18 am by Javier
Re: PlaySnd trigger being skipped.
#2  May 31, 2019, 10:04:25 pm
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The state that this PlaySnd is used in, is longer than 1440 ticks?
That's 24 seconds right there.  Are you sure that you are not leaving the state before this Time comes around?

Re: PlaySnd trigger being skipped.
#3  June 01, 2019, 12:18:10 am
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Yes,because im editing the SFX of Hanyou's Super Mario 64 character's wing cap move,which the character stays in that state until he is controlled to hit ground,so it can be past 24 seconds.
Last Edit: June 01, 2019, 01:38:41 am by Javier
Re: PlaySnd trigger being skipped.
#4  June 01, 2019, 01:55:26 am
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And you can get this sound to play at other times, yes?  The same exact sound?

Re: PlaySnd trigger being skipped.
#5  June 01, 2019, 02:09:52 am
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The intro sound,but not the loop sound.The loop sound is the problem,as it doesn't play at ALL.
Re: PlaySnd trigger being skipped.
#6  June 01, 2019, 02:46:46 am
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I’ve had problems before with sound effects that I imported from different sources.
Just because it is a WAV does not necessarily mean it will play in MUGEN.  It may even play in FF3. But it  must be a supported frequency & bit rate to work in MUGEN.
If you have WAV editing software try opening it and saving it with different settings.

Re: PlaySnd trigger being skipped.
#7  June 01, 2019, 02:56:17 am
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Weird how one is not playing then.both of these sfx have the exact same bit rate,frequency,and sample rate.I'll change them up though.Sadly,i don't know how to change the bitrate on my audio editor.Plus,I swear i remember doing some coding that made a sound play anyway... but maybe that was something else.
Last Edit: June 01, 2019, 03:14:22 am by Javier
Re: PlaySnd trigger being skipped.
#8  June 20, 2019, 09:28:40 pm
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Still doesn't work either way
Re: PlaySnd trigger being skipped.
#9  June 20, 2019, 09:38:22 pm
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Post your entire state code here.
Re: PlaySnd trigger being skipped.
#10  June 24, 2019, 02:38:04 am
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[Statedef 1601]
type = A
ctrl = 0
anim = 1601
velset = 0,0


[State 1601,Som]
type = PlaySnd
trigger1 = time = 1
value = 1600,1
loop = 0

[State 1601, PlaySnd]
type = PlaySnd
trigger1 = time = 1494.852
value = S1600,2
loop = 1

That's it
Re: PlaySnd trigger being skipped.
#11  June 24, 2019, 02:47:58 am
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Nvm,I found the reason.It's because MUGEN doesn't support numbers with values to the right of the decimal.When I removed the .852 of the number,it worked just fine.
Re: PlaySnd trigger being skipped.
#12  June 24, 2019, 03:53:26 pm
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Heh, yeah.  Triggers, parameters, etc, have to be either integers (whole numbers) or floats (have decimal places).

In this case if you look here you will see that the Time trigger must be an integer.
Clickable text

If you have code that is not working this is a good aspect to check up on.