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Play SE when Player is near Water

16
Posts
7
Years
    • Seen Feb 5, 2018
    So, I have been watching HG SS videos lately and noticed that, when the Player is near water it would play a certain sound Effect, does anyone kniow how to implement that in Essentials? I want to do the same for waterfalls as well:)
    Thank you for your help!
     

    Damien.aspiring.fandev

    Chapter 16 A New Dawn { ||:^❩ )
    960
    Posts
    7
    Years
  • Boy, I'm interested in this feature as well!Let's see, uhm...
    *toys with events*
    One can make an event play or stop playing sounds, however I don't
    know if the sound effect reproduction can be looped...
    Background music does, loop automatically, however that would imply
    making the previous soundtrack stop...

    EDIT: It would also be magnificent if the character's(and perhaps follower's) very steps played an SE...
     
    Last edited:

    Damien.aspiring.fandev

    Chapter 16 A New Dawn { ||:^❩ )
    960
    Posts
    7
    Years
  • So, I have been watching HG SS videos lately and noticed that, when the Player is near water it would play a certain sound Effect, does anyone kniow how to implement that in Essentials? I want to do the same for waterfalls as well:)
    Thank you for your help!
    Anyone got a reply for this chap?~_~
     

    Damien.aspiring.fandev

    Chapter 16 A New Dawn { ||:^❩ )
    960
    Posts
    7
    Years
  • If we did, we'd respond.
    I was trying to drag some attention in the hope someone had the answer! :P

    Now that I think about it, however, perhaps before wondering about how
    to implement that mechanic on Essentials we should perhaps first wonder
    how it works in Hg,Ss,B&W1&2...
    If I remember correctly, the "footstep" sound effect that plays on Hg&Ss
    depends on the tile's properties... perhaps it works the same way with the water,
    waterfalls, whilrpools and windvanes in HgSs and street musicians in B&W?
    Maybe we could implement the stepping sounds on essentials by messing
    a bit with the tileset, by fact the ledges play a sound effect when jumped over,
    so it should be reasonable.
    However, things might get complicated with environment sound effects, because :
    1-We'd need to find a way to make them loop
    2-By stepping from a tile to an other, the sound effect might re-play over
    3-We'd also need to find a way to make the sound effect stop when getting off the tile with said property
    4-I don't think multiple SEs can be played at the same time, which would make this mechanic hard to implement along with the stepping sounds.
     

    Damien.aspiring.fandev

    Chapter 16 A New Dawn { ||:^❩ )
    960
    Posts
    7
    Years
  • I never messed up with terrain tags, give it a try if you know
    anything about it:http://pokemonessentials.wikia.com/wiki/Tilesets#Terrain_tags
    Create a terrain tag that plays the SE, it seems simple to me.
    Thank you very much indeed, fellow! You've been most helpful in this thread!^^
    Now however we need to find out how to associate a terrain tag with a Sound
    Effect. In PField_Field(line 2350) I found the piece of code that should make
    the leap-jump SE play when jumping over a ledge. Only problem is : it doesn't
    seem to mention the terrain tag(although chances are I'm just an inept :P).
    Also, part of the code reads "cancelsurf"...I'm quite sure it has nothing to do
    with surfing for the sound won't play while using surf or getting ashore.
    This is the code piece I found, and I hope I'm just making a mistake.

    Spoiler:
     

    BadSamaritan

    Gone Fishin'
    148
    Posts
    14
    Years
    • Seen Jun 8, 2023
    I don't get why you can't just making the wave sound a background sound, and attach that sound to any maps you want it to play on.

    Because I can tell you right now a constantly repeating sound effect that plays on every single water/beach tile the player walks on is going to do anything but add to the game.
     
    Last edited:
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