Quote: "Basically, they don't work anymore. The sounds play fine in outside applications"
Hi, I'm not sure I understand this. Are sound zones in levels that were made from an older version not working in v115.2? Anyway, I first had done two tests using first the default script which is called
soundinzone.fpi It is a simple script:
;Artificial Intelligence Script
;Header
desc = Sound In Zone
;Triggers
:state=0,plrwithinzone=1:state=1,sound=$0
When you enter the zone the audio file that is found in the sound parameter begins. When you leave the zone it will continue to play, however, it only plays once and returning to the zone will not trigger it again as you can see by the code.
I then used the other script that is provided which is called
soundloopinzone.fpi. This will cause the sound/music to loop only while the player is inside the zone. Once the player leaves the zone it stops. However, when the player enters the zone it will begin again.
;Artificial Intelligence Script
;Header
desc = Sound Looped In Zone (while player inside)
;Triggers
:state=0,plrwithinzone=1:state=1,loopsound=$0
:state=1,plrwithinzone=0:state=0,stopsound
One way to use this is if a player goes into a room that has a certain piece of equipment like a generator. You can trigger the generator sound while the player is in the room. You would disable the sound connected with the generator that causes it to play
all the time which can be annoying.
The sound zones appear to work as intended. Of course, you can modify any script to meet your own needs. The sound zone actually is basically the same as a trigger zone in that it triggers an action. It simply is specific to using audio files.
If you are having different problems you need to be more specific, I think.
The past has a lot of memories to hold onto; but, today is chock full of new adventures, and, the future shouts out, "The best is yet to come!" -- TerryC