In my game I have a countdown triggered at the start to let the player know how long he has before the oxygen in his room runs out. I accompany this with a looped alarm sound called low_air.
If the player doesn't escape in time I send them to a 'death' passage, and in there I fade the text to nothing to simulate them losing consciousness.
I also want to fade the sound of the alarm out too, so I'm using:
I suspect it has something to do with the fact that the same sound clip is still being looped when this command is triggered.
I suppose in that I know how long the player has before they die, I could tell the clip to fade out over that time from the beginning, but then I would have a gradual fade instead of it only fading when they actually die.
But I can't do this anyway, thinking about it, because the clip itself isn't long enough.
If the player doesn't escape in time I send them to a 'death' passage, and in there I fade the text to nothing to simulate them losing consciousness.
I also want to fade the sound of the alarm out too, so I'm using:
<<audio "low_air" volume 1 fadeoverto 15 0>>But when this passage is triggered, the alarm fades out almost immediately, instead of over the 15 seconds I've specified in the macro.
I suspect it has something to do with the fact that the same sound clip is still being looped when this command is triggered.
I suppose in that I know how long the player has before they die, I could tell the clip to fade out over that time from the beginning, but then I would have a gradual fade instead of it only fading when they actually die.
But I can't do this anyway, thinking about it, because the clip itself isn't long enough.