I thought of another way round this but I can't get it working. If I want to prioritise explosions over movement sound, I thought I could do this:
SOUND &0010,3,6,20 \2sec explosion
SOUND 1,-1,135,1 \sets up hi pitch for alien movement
SOUND &1000,-15,3,2 \executes movement sound
As I understand it, the first line should kill any other sound on channel zero and play the explosion. The second line sets up the pitch for the first part of the movement sound. Line 3 should execute the sound, but ONLY if the sound on line 1 has finished.
So I thought I would be getting the desired effect. The movement sounds play until I blow up a saucer/ship, then the explosion sound takes priority and plays to completion, then the movement sounds should start playing again. But instead I get explosions, but no movement sound at all.
The way the User Guide describes the SOUND command, SOUND &HSFC,A,P,D , I would have thought this should work. Anyone tell me what I'm doing wrong?
SOUND &0010,3,6,20 \2sec explosion
SOUND 1,-1,135,1 \sets up hi pitch for alien movement
SOUND &1000,-15,3,2 \executes movement sound
As I understand it, the first line should kill any other sound on channel zero and play the explosion. The second line sets up the pitch for the first part of the movement sound. Line 3 should execute the sound, but ONLY if the sound on line 1 has finished.
So I thought I would be getting the desired effect. The movement sounds play until I blow up a saucer/ship, then the explosion sound takes priority and plays to completion, then the movement sounds should start playing again. But instead I get explosions, but no movement sound at all.
The way the User Guide describes the SOUND command, SOUND &HSFC,A,P,D , I would have thought this should work. Anyone tell me what I'm doing wrong?
Statistics: Posted by emiliom — Tue Mar 05, 2024 3:01 pm