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| jlfreund:
Wouldn't it be easier to use some kind of sound authoring tool to construct a wav file that has a delay, then a coin drop, then a clink sound? Jason |
| leapinlew:
--- Quote from: jlfreund on November 20, 2006, 11:19:00 pm ---Wouldn't it be easier to use some kind of sound authoring tool to construct a wav file that has a delay, then a coin drop, then a clink sound? Jason --- End quote --- awesome.... a few seconds of dead air. Sometimes the easiest solution is the hardest to come up with. That was a genius suggestion. |
| headkaze:
You could use the Sleep() function to have a delay --- Code: ---if(GetAsyncKeyState(VK_5) & 0x8001) { Sleep(1000); PlaySound("1up.wav", NULL, SND_FILENAME | SND_ASYNC); } --- End code --- But I think the problem is he wants the 1up sound in Mame to have the delay not the coin drop. |
| Gh0sty:
Folks, what Headkaze said, the Problem is not the insert-coin sound at all. The problem is that both sounds (insert-coin & 1up-mame) play simultaneously. But it should play the Insert-coin first till its finished and after that mame should start his 1up sound. I hope everyone understand this fundamental Problem now ;) |
| ahofle:
Has anyone gotten this to work? I still don't understand why Silver's suggestion doesn't work. I would think it should work if you made your coin button activate some other key than 5 (let's say 0). Recompile headkaze's program to look for VK_0, and play the coin wav, then have the AutoHotKey listen for the 0, wait a second or two, and then send a 5 for MAME to consume and play the coinup sound. |
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