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audio_play_sound - manual-es.yoyogames.com
https://manual-es.yoyogames.com/GameMaker_Language/GML_Reference/Asset_Management/Audio/audio_play_sound.htm#:~:text=audio_play_sound%20Con%20esta%20funci%C3%B3n%20puedes%20reproducir%20cualquier%20recurso,el%20l%C3%ADmite%20establecido%20por%20la%20funci%C3%B3n%20audio_channel_num%20%28%29.
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 …
audio_play_sound_on
https://docs2.yoyogames.com/source/_build/3_scripting/4_gml_reference/audio/audio_play_sound_on.html
audio_play_sound_on. audio_play_sound_on. Description. With this function you can play any sound resource through anemitter, with any changes to the emitter gain, position, pitch orvelocity affecting how the user hears the final sound being played. You provide the emitter index to use, the sound index of the soundto be played and then specify whether the sound is to loop or not.
Audio - YoYo Games
https://docs2.yoyogames.com/source/_build/3_scripting/4_gml_reference/audio/index.html
GameMaker Studio 2 has a complete audio engine that is based on the *.ogg, *.mp3 and *.wav sound formats. Sounds of these types added to the IDE can then be used in your game using the basic audio functions shown below. For things more complex than basic sound effects or playing a single piece of music you can refer to the advanced audio functions which let you modify …
audio_sound_gain - YoYo Games
https://manual-en.yoyogames.com/GameMaker_Language/GML_Reference/Asset_Management/Audio/audio_sound_gain.htm
if val { var snd = audio_play_sound(snd_fountain); audio_sound_gain(snd, 0, 0); audio_sound_gain(snd, 1, 5000);} The above code checks a variable and if it returns true it will then assign the index of a sound to be played to the local variable "snd". This variable is then used to reduce the volume of that specific sound to 0 and fade up to full volume over 5 seconds.
Sound Effects - Easy GML
http://easygml.weebly.com/sound-effects.html
sound_isplaying(Sound Index) Returns true or false(1 or 0) if a sound is playing sound_volume(Sound Index) Allows you to set the volume of a sound sound_global_volume(Sound Index) Allows you to change the global volume of all sounds sound_pan(Sound Index) Allows you to change the sounds pan settings sound_fade(Sound …
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.
[GML Help] Audio playing out of wrong speakers? : gamemaker
https://www.reddit.com/r/gamemaker/comments/23au0g/gml_help_audio_playing_out_of_wrong_speakers/
audio_play_sound_at (Fire_Loop,x,y,0,100,100,1,true,1); Then on my player I have: audio_listener_position (x, y, 0); Everything works except the sound is coming from my left speaker when it's to the right, and the right speaker when it's to the left. I tested my speakers and headphones and they're playing sounds out of the correct channels.
Audio - audio_play_sound_at : gamemaker - reddit
https://www.reddit.com/r/gamemaker/comments/4nkvg9/audio_audio_play_sound_at/
Audio - audio_play_sound_at. Resolved. I'm having trouble setting audio_play_sound_at to work: I have set audio_listener_position (x, y, 0); in Step event of the player, what I want is to play sound_shoot at a position in the game, I want the sound to not be heard if the range is 450 or more, and the sound to decrease in volume gradually till ...
Play sound files randomly? | GameMaker Community
https://forum.yoyogames.com/index.php?threads/play-sound-files-randomly.6875/
I'd create a separate object that you call to create the sound... instance_create(0,0,obj_death_sound) Create code: death_sound=irandom(3) Step code: if death_sound=1 audio_play_sound(snd_death1,10,false); if death_sound=2 audio_play_sound(snd_death2,10,false); if death_sound=3 …
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