View Single Post
Old 23-06-21, 12:03   #14834
Joey79100's Avatar
Join Date: Mar 2012
Location: France
Posts: 3,431

Originally Posted by Nemo20 View Post

I had recently read a topic where there was a GlobalTrigger/TriggerGroup, with which you could define your own audio for underwater.
Unfortunately I can't find it anymore, which is why I wanted to take a look myself. I use the condition trigger "Lara. Room. Lara is in the" water room "room type". I use this in a GlobalTrigger and it works too.
Now the question arises, can I undo the whole thing? So that the last used audio track in channel 1 is automatically played again?
I would like to keep this general because I want to use all levels in my project so that I can save myself triggers, hence the consideration with the last audio from Channel 1.

But I am unfortunately a little uncomfortable here as to how I can implement this.

Maybe someone would wave the fence post for me. Thanks in advance.

This is probably the tutorial you were looking for:

However it relies on Lara's room I stead of the camera's room, so when the camera is above water but Lara is inside (or vice versa) the audio will be incorrect. There was an alternative that relies on checking if the UNDERWATER_LOOP sound is playing instead

But instead of going that route, AkyV has made a nice system (in Mix 3) that allows you to set in 1 command which tracks you want for inside, outside and underwater scenarios. You can even change the set during the level if you need other environments.
Check this link:
Joey79100 is offline   Reply With Quote