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GMS 2 audio gets louder when player gets near the target

Discussion in 'Programming' started by Furiosposion, Aug 12, 2019.

  1. Furiosposion

    Furiosposion Member

    Aug 6, 2019
    sound = audio_play_sound(sn_water,10,true);
    if (o_player.x > x+32){
    audio_sound_gain(sound, ((obj_player.x-x+32)/32)/100, 1);
    if (o_player.x < x){
    audio_sound_gain(sound, ((x-obj_player)/32)/100, 1);}
    i do use this code for checking if player is getting near or far through the source of audio,
    this is water object and in 32x32 in tile, but this code works wrong as this: it gets louder when player is right side of the spot it starts get louder by every going far, and gets lower on every going near, but if player is on left side of spot it always stuck at 10.59
  2. curato

    curato Member

    Jun 30, 2016
    I think audio_play_sound_at is what you are missing.

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