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How do I create a Sound Event in Magos' Model Editor?

02-09-2007, 04:50 PM#1
Kevin
I gave my hero bladestorm ability. I want the bladestorm sound to play when Attack Walk Stand Spin animation is playing, and I want it to loop. I also want it to stop when the animation stops.

Now, I am told this can be accomplished by attaching a sound in Magos' Model editor.

I've tried to attach it to the nodes, but that doesn't work, in fact, it makes me model vanish completely.

Now I can resort to triggering the Bladestorm Whirlwind sound and make it loop. However, if I can just attach it to the model to play while animating then I'll be happy.

Anyone know how to do this?
02-09-2007, 05:27 PM#2
Rao Dao Zao
EventObjects.

Add one (on the origin or whatever, doesn't really matter), and add a key appropriate to your sequence's first frame.

Now scan the lists of "sound" effects for the bladestorm whirl in the "Data" field. Or just check the blademaster model for the code, whichever floats yer boat.
02-09-2007, 05:39 PM#3
Kevin
thank you! I am trying it now.

so wait, I go to Node Manager, I create a new Event Object, next you say I add a key? What do you mean, do you mean I right click on the giant empty field called Event Tracks then type in the animation frame number of the first frame for the proper animation?

edit again: ok I see I have to go to the sequence manager first to record the interval, not the frame value.
02-10-2007, 12:46 AM#4
Rao Dao Zao
Quote:
Originally Posted by Kevin
so wait, I go to Node Manager, I create a new Event Object, next you say I add a key? What do you mean, do you mean I right click on the giant empty field called Event Tracks then type in the animation frame number of the first frame for the proper animation?

That is precisely what you do. The eventobject will fire at every point the animation timeline matches the key(s) specified.