Path: chuka.playstation.co.uk!news From: Developer Support Newsgroups: scea.yaroze.programming.sound Subject: Re: Which function Plays Sound effects? Date: Mon, 14 Jul 1997 09:55:18 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 33 Message-ID: <33C9E975.49C1@interactive.sony.com> References: <33C360ED.3922@cobradev.demon.co.uk> <33C4A88F.6A7@interactive.sony.com> <33C9A08B.834@dfwmm.net> NNTP-Posting-Host: 194.203.13.10 Mime-Version: 1.0 Content-Type: text/plain; charset=us-ascii Content-Transfer-Encoding: 7bit X-Mailer: Mozilla 3.01 (Win95; I) Mr. Dave Krampitz wrote: > > Hello, I am in the same boat as colin adams. I too have done everything > that colin has, including trying to us the SsUtKeyOn command as > specified below by Stuart (SsUtKeyOn(status, 0, 0, 60, 0, 127,127);). > > But still, we have no sound. SsUtKeyOn returns 0, which indicates a > voice number was assigned successfully, but there is no sound from the > t.v. I am not sure what the problem is, any ideas? > > Another question: Why does note/pitch have to be specified for a sound > effect, i.e. a wave file (vag in vab) of a gunshot, for example? In > other words, how does the note parameter have any bearing on the way a > gunshot sound will be heard? I guess this is wear the major confusion > lays. > > Could you please let me know where I am going wrong? > > Thanks much! > > Dave > krampitz@dfwmm.net > I'm not sure why your notes isn't playing, I'll do that example. You could try SsSetMVol(127,127). The note parameter simply plays the sound faster or slower, thus giving the effect that it's a higher or lower note. So for a gunshot with a low note it'll sound more like a rumble, and for a high note it'll sound more like a ting. Stuart