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I want to load one sound file at a time but both of them load up at the same time
here's my code
I want to load one sound file at a time but both of them load up at the same time
here's my code
;Name of application AppTitle "My First Terrain And First animated Character" Print "Press F12 to exit" Print "Press F11 to see Wireframe Mode." Print "After the wheels start moving" Print "Press Spacebar to move the car." Delay 3000 ;Initialise Graphics mode Graphics3D 1024,768,32,1 SetBuffer BackBuffer() Const GRAVITY#=-0.01 ;Camera has to be set, so the scene is visible Camera=CreateCamera() CameraRange Camera,1,8000 ;CameraFogMode camera,1 ;CameraFogColor camera,1,150,150 ;CameraFogColor camera,20,23,150 PositionEntity camera,30,0,1,True ;Light The Scene, so that it doesn't look flat Light=CreateLight() RotateEntity Light,90,0,0 ;Create the "Terrain" Entity... terrain=LoadMesh("Land\Land2.b3d") PositionEntity terrain,40,17,0 RotateEntity terrain,0,0,0 TranslateEntity terrain,40,-20,-.1 ;...and texture it Grass=LoadTexture("Land\terrain-1.jpg") EntityTexture terrain,Grass ;Create A Border Line Wall=CreateCube() ScaleMesh Wall,600,600,600 PositionMesh Wall,60,17,0 EntityAlpha Wall,0 EntityOrder Wall,20 FlipMesh Wall ;Create a skybox using a model sphere Sky1=CreateSphere(32) ScaleMesh Sky1,5000,5000,5000 PositionEntity Sky1,30,-.9000,0 Sky=LoadTexture("Sky\sky.bmp") EntityTexture Sky1,Sky EntityFX Sky1,1 EntityOrder Sky1,20 FlipMesh Sky1 ;FOG_RANGE=400 ;Create the "Box" entity and animate it box=LoadAnimMesh("model\box.b3d") ScaleEntity box,.1,.1,.1 PositionEntity box,0,-.9000,5 TranslateEntity box,30,-.70,-.70 EntityShininess box,1 EntityBlend box,1 SetAnimKey box,15,True,True,True AddAnimSeq(box,15) Animate box,1,2,0,100 ;Set Collision types fot the "collisions" command 1-player, 2-ground 3-border type_box=1 type_terrain=2 type_Wall=2 EntityType box,1 EntityType terrain,2 EntityType Wall,2 ;Adjust Radius of Sphere, that's used for Sphere-Polygon collisions box_radius#=1 EntityRadius box,box_radius ;Initialise Collisions between player,ground and border Collisions type_box,type_terrain,2,3 Collisions type_terrain,type_box,2,3 Collisions type_Wall,type_terrain,2,3 Collisions type_terrain,type_Wall,2,3 ;Dither scene, so that it does look good with 16 Bit Color-Depth ; Toggle dither enable value between true and false when F10 is pressed If KeyHit( 68 )=True Then enable=1-enable ;Dither enable ;other information about gravity speed#=0 x_vel#=0:prev_x#=EntityX( box ) y_vel#=0:prev_y#=EntityY( box ) z_vel#=0:prev_z#=EntityZ( box ) ;Play and Loop some sound :) box1=LoadSound("Sounds\car start.wav") Listener=CreateListener(Camera,box,1,1) EmitSound box1,box PlaySound box1 PauseChannel box2 box2=LoadSound("Sounds\gpidle.wav") EmitSound box2,box ; Create the timer to track speed frameTimer=CreateTimer(60) ;Main Loop While Not KeyHit(88) ;press F12 To Exit ;Press F11 to see the world in Wireframe mode If KeyHit(87)=True Then enable=1-enable WireFrame enable ;CameraFogRange camera,1,FOG_RANGE ;calculate box velocities cx#=EntityX( box ):x_vel=cx-prev_x:prev_x=cx cy#=EntityY( box ):y_vel=cy-prev_y:prev_y=cy cz#=EntityZ( box ):z_vel=cz-prev_z:prev_z=cz EntityParent(camera,box,1) ;Keyboard Input (cursor-keys) For moving the player around If KeyHit(57) If move_entities = True move_entities = False Else move_entities = True EndIf EndIf If move_entities = False ;all of your movement code If KeyDown(30)=True Then TurnEntity box,0,1,0 If KeyDown(32)=True Then TurnEntity box,0,-1,0 If KeyDown(31)=True Then MoveEntity box,0,0,-.01 If KeyDown(17)=True Then MoveEntity box,0,0,.01 If EntityCollided( box,terrain) If KeyDown(17) speed=speed+.00 If speed>.0 speed=.0 Else If KeyDown(31) speed=speed-.02 If speed<-.5 speed=-.5 Else speed=speed*.9 EndIf MoveEntity box,0,0,speed TranslateEntity box,0,GRAVITY#-.01,0 Else TranslateEntity box,x_vel,y_vel+GRAVITY,z_vel EndIf EndIf TurnEntity Sky1,0,.02,0 PositionEntity Sky1,EntityX(camera),EntityY(camera),EntityZ(camera) If KeyDown(17)=False Then PlaySound("Sounds\gpidle.wav") WaitTimer(frameTimer) ; Pause until the timer reaches 60 Cls ;Update the animation-Frames and Render the calculated scene, Flip Back- with Frontbuffer after that, so the new frame becomes visible UpdateWorld RenderWorld Flip Wend ;Free the Memory and end the program ClearWorld End