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Adding sounds to your game in Game Maker Studio 2 ...
https://comptutorials.com/game-design/adding-sounds-to-your-game/#:~:text=Name%20the%20sound%20to%20sndGameMusic%20Change%20the%20Volume,Create%20event%20of%20the%20layer%20object%3A%20audio_play_sound%20%28sndGameMusic%2C1%2Ctrue%29%3B
audio_play_sound - YoYo Games
https://manual-en.yoyogames.com/GameMaker_Language/GML_Reference/Asset_Management/Audio/audio_play_sound.htm
audio_play_sound. With this function you can play any sound resource in your game. You provide the sound index and assign it a priority, which is then used to determine how sounds are dealt with when the number of sounds playing is over the limit set by the function audio_channel_num(). Lower priority sounds will be stopped in favour of higher priority sounds, …
audio_play_sound - Yoyo Games
https://docs.yoyogames.com/source/dadiospice/002_reference/game%20assets/sounds/audio_play_sound.html
Description. With this function you can play any sound resource in your game. You provide the sound index and assign it a priority, which is then used to determine how sounds are dealt with when the number of sounds playing is over the limit set by the function audio_channel_num. Lower priority sounds will be stopped in favour of higher priority sounds, and the priority value …
Play Sound | Game Maker | Fandom
https://gamemaker.fandom.com/wiki/Play_Sound
In game makers games, mp3 sounds are used for background sounds and wavsounds are used for sound effects, if you try using a mp3 as a normal sound you will encounter some problems, excpesially in gamemaker : studio. just thought i would let you know. Categories Community content is available under CC-BY-SA unless otherwise noted.
audio_play_sound_at - Yoyo Games
https://docs.yoyogames.com/source/dadiospice/002_reference/game%20assets/sounds/audio_play_sound_at.html
audio_play_sound_at(snd_Waterfall, x, y, 0, 100, 300, 1, true, 1); The above code checks the global variable "SFX" and if it returns true then the sound indexed in the variable "snd_Waterfall" will be looped at its room position, with a fall-off reference of 100, a falloff distance of 300, a falloff factor of 1 and a low priority.
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