Author Topic: .oggs as playSound event sounds?  (Read 1077 times)

Can .oggs be used in playSound event sounds. As it is right now with using a .wav for what I want, it's way too big.


Reason I'm using playSound is due to Space Guy's Minigame playSound. I'm essentially using it to play music during a DM. Small music files I loop, made to loop too. They are 4 times the size as waves though.

Sorry I couldn't help in-game. But if there is a way this would work I'd be very interested, I have a DM which would benefit from a loop.

The event wasn't really intended for making background music, it's more for things like alerts, "The enemy has captured our control point!" "The Nuke is going off!"

What'd be neat is an option on the minigame menu to set music, but that might get a bit repetitive after the 824th loop of After School Special playing in some guy's server-forced minigame.

Well, I simple event system going that I could set the amount of times a song looped, and how long each loop was. Then it would just switch it after a brief pause.

Space, would it be possible to give the option to play music in the minigame? I could still apply my idea. It would mean I could use .oggs though right?

You could use the musicData created by Blockland when it sees a music file, but they don't have uiNames. I suppose you could overwrite the datablock and give it a uiName, then you'd be able to use it as if it was a sound.

Maybe you can use advanced music on RTB if you can get it to not crash when you open it.