SP3x Apr3 version.
-
You can't right now. If you want someone else to get the sound file, post it on the forum or somewheres else, and tell them to go get it
-
@unknownuser said:
You can't right now. If you want someone else to get the sound file, post it on the forum or somewheres else, and tell them to go get it
Thats right. But I'll get the embedded sound working asap.
-
@frediivx said:
Im not 2 great at scripting, so could you tell me how 2 control the sound, e.g. play a gunshot.wav when joybutton('RB') is pressed? I tried different variations of things like this joybutton('rb'); playsound('gunshot.wav') but can't get it 2 work -- Edit --
DW i resloved it in the endhow, i can't get it to work
-
its: playsound("gunshot.wav");100
the;100 represents the value of the emitter's strength. -
would playsound('gunshot.wav');-(a)*500 work?
-
I updated the first post with a link to the Mac version:
http://sketchyphysics2.googlecode.com/files/SP3x-Apr5-MacAndWin.zipThere are no real changes between this and the last version.
Looks like the first thing I am going to focus on is fixing the playsound problems. I have the code that will embed and extract wav files from the model. But I need to do a little UI work. I need embed sound/clear sounds menus.
As soon as I got the playsound command working I was disappointed by it. At least on windows it is very very limited. You can only play one sound at a time and not very fast.
Can someone with both Mac and Windows tell me if it behaves the same on both?
-
On mac, I can play as many sounds as I want simultaneously, and can have sounds start for every frame. Don't know about windows though. Once I tried making a motor with sound, and even less than every frame it would start another loop.
-
AHH HHA!. I achieved something today that I have been trying since SP1. Joints that work without using the JCT. Its something I had working in SPIV but I could never figure out how to do in SP3.
[flash=600,400:3fr1gscy]http://www.youtube.com/v/tS56PNcbH9I[/flash:3fr1gscy]
Despite the version number in the video it doesnt work with RC1.
Next version of SP3x should have it. -
Ooooooooooohhhhhhhh that looks great. Will they be able to be emitted? And Can anything that collides with a "joint" connect to it?
-
!
-
THANK YOU SO MUCH FOR A ZIP VERSION!!!!
-
Man thats cool. I want a go but ill never remember code to do it
-
2 things: one, Is that when you go back to edit scripts sometimes the spaces will be double, and if that happens to one script several times,it can make it harder to read. Can that be fixed?
also, is there a way to have a OnTouch function work with specific objects?
-
@unknownuser said:
Ooooooooooohhhhhhhh that looks great. Will they be able to be emitted? And Can anything that collides with a "joint" connect to it?
Not at this time. And yes.
-
@unknownuser said:
2 things: one, Is that when you go back to edit scripts sometimes the spaces will be double, and if that happens to one script several times,it can make it harder to read. Can that be fixed?
I havent seen that. It might be Mac specific. Can you give me the steps to reproduce it.
@unknownuser said:
also, is there a way to have a OnTouch function work with specific objects?
Not yet.
-
i installed it, but when i press play it says im still using alpha...?
-
Look in the UI; when you have an object selected, if 'onTouch' and 'onTick' are shown as options near the bottom, then don't worry. If they aren't, you'll have to ask C Phillips what to do next.
If they are there, then don't be concerned about the version display, mine still says RC1.
-
Sorry there has been no new version in a while. Based in large part to the feedback from this version. I am going to make a few changes.
getVar/setVar will continue to work, But I am going to make a change that will allow you to use what ruby calls member variables. In next version instead of this:
setVar("count",getVar("count")+1)
You can do this:
@count=@count+1
or even
@count+=1
Another feature of this is that each object can have its own copy of the variable. So you could have 3 objects with different values in "@count". If you truly want all object to look at the same copy you can use "@@count"
While handy all by itself this will also make it possible for scripts to know a lot more about the objects. For example in the onTouch you could use:
if(touching.name=="sphere") g=touching.copy #make a copy of the sphere g.magnetic=true; #make copy magnetic. end
"touching" is a new command for onTouch scripts that gives you access to the object that touched. So you could look at its name or location or color or whatever.
Also you can interact with the object.
"g=touching.copy" means make a copy of the touching object and store it in temp variable "g"."g.magnetic=true" Someone asked to be able to make emitted objects magnetic and this is how you would do it.
Its going to take a bit before it is ready but it will be worth it.
-
WooHoo! With the new variables, will @foo be usable by only one script, or every script within an object? Oh and could you let the simulation know more about what an object is doing; like, 'sphere.speed' to find an object's speed?
-
I was wondering, is there any way to put scripts in the white boxes? Because I was trying to set the ratio of a gear to something like getVar('Ratio') but it won't let me type letters in any of the white boxes, so I tried copying getVar('Ratio') into it, it lets me do that but it's gone the next time I open the UI box.
Advertisement