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[H.E.L.P]playSound repeating endlessly


#RooTs

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Hello guys, I'm trying to add a sound in my event.

only that the song, not stop repeating when the event is active

    if ( enablelight ) and ( getVehicleOverrideLights ( theVehicle ) ~= 2 ) then 
        dxDrawImage(x*960+x2, y*470+y2, 306, 232, "files/2/light.png", 0,0,0, tocolor(255, 255, 255 , 255)) 
        playSound("files/lightswitch.mp3") 
    else 
        dxDrawImage(x*960+x2, y*470+y2, 306, 232, "files/2/light2.png", 0,0,0, tocolor(255, 255, 255 , 255)) 
    end 

any idea?

Edited by Guest
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function speed() 
 if ( enablelight ) and ( getVehicleOverrideLights ( theVehicle ) ~= 2 ) then 
        dxDrawImage(x*960+x2, y*470+y2, 306, 232, "files/2/light.png", 0,0,0, tocolor(255, 255, 255 , 255)) 
        playSound("files/lightswitch.mp3") 
    else 
        dxDrawImage(x*960+x2, y*470+y2, 306, 232, "files/2/light2.png", 0,0,0, tocolor(255, 255, 255 , 255)) 
    end 
end 
addEventHandler ( "onClientRender", root, speed ) 

there is no need for me to post everything :wink:

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local playing = false 
function speed() 
 if ( enablelight ) and ( getVehicleOverrideLights ( theVehicle ) ~= 2 ) then 
        dxDrawImage(x*960+x2, y*470+y2, 306, 232, "files/2/light.png", 0,0,0, tocolor(255, 255, 255 , 255)) 
        if ( not playing ) then 
            playSound("files/lightswitch.mp3") 
            playing = not playing 
        end 
    else 
        dxDrawImage(x*960+x2, y*470+y2, 306, 232, "files/2/light2.png", 0,0,0, tocolor(255, 255, 255 , 255)) 
    end 
end 
addEventHandler ( "onClientRender", root, speed ) 

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When you are using event again you have to set playing = false.

it is already set to false in line 1

local playing = false -- set to false 
function speed() 
 if ( enablelight ) and ( getVehicleOverrideLights ( theVehicle ) ~= 2 ) then 
        dxDrawImage(x*960+x2, y*470+y2, 306, 232, "files/2/light.png", 0,0,0, tocolor(255, 255, 255 , 255)) 
        if ( not playing ) then 
            playSound("files/lightswitch.mp3") 
            playing = not playing 
        end 
    else 
        dxDrawImage(x*960+x2, y*470+y2, 306, 232, "files/2/light2.png", 0,0,0, tocolor(255, 255, 255 , 255)) 
    end 
end 
addEventHandler ( "onClientRender", root, speed ) 

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When you are using event again you have to set playing = false.

it is already set to false in line 1

local playing = false -- set to false 
function speed() 
 if ( enablelight ) and ( getVehicleOverrideLights ( theVehicle ) ~= 2 ) then 
        dxDrawImage(x*960+x2, y*470+y2, 306, 232, "files/2/light.png", 0,0,0, tocolor(255, 255, 255 , 255)) 
        if ( not playing ) then 
            playSound("files/lightswitch.mp3") 
            playing = not playing 
        end 
    else 
        dxDrawImage(x*960+x2, y*470+y2, 306, 232, "files/2/light2.png", 0,0,0, tocolor(255, 255, 255 , 255)) 
    end 
end 
addEventHandler ( "onClientRender", root, speed ) 

Well obviously. After the sound is played, it sets playing to true, and it never gets updated again. Somewhere, you need to set playing to false again.

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line 1
local playing = true -- added and not worked 

Do you know how Lua is executed? Anything that isn't in a function, event, or timer is executed ONLY ONCE when the script is first ran. Therefore, you need to either set a timer or create another event that changes the playing variable from true to false.

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All my script

local sx,sy = guiGetScreenSize() 
local px,py = 1280,720 
local x,y =  (sx/px), (sy/py) 
  
local x2, y2, x3, y3 = 0, 0, 0, 0 
local playing = false -- set to false 
function speed() 
local theVehicle = getPedOccupiedVehicle ( getLocalPlayer() ) 
    if ( theVehicle ) then 
        if ( getControlState ( "handbrake" )  ) then 
                dxDrawImage(x*960+x2, y*470+y2, 306, 232, "files/2/hb2.png", 0,0,0, tocolor(255, 255, 255 , 255)) 
            if ( not playing ) then 
                        playSound("files/handbrake.wav") 
                        playing = not playing 
                end 
        else 
            dxDrawImage(x*960+x2, y*470+y2, 306, 232, "files/2/hb.png", 0,0,0, tocolor(255, 255, 255 , 255)) 
        end 
    end 
end 
addEventHandler ( "onClientRender", root, speed ) 

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All my script
local sx,sy = guiGetScreenSize() 
local px,py = 1280,720 
local x,y =  (sx/px), (sy/py) 
  
local x2, y2, x3, y3 = 0, 0, 0, 0 
local playing = false -- set to false 
function speed() 
local theVehicle = getPedOccupiedVehicle ( getLocalPlayer() ) 
    if ( theVehicle ) then 
        if ( getControlState ( "handbrake" )  ) then 
                dxDrawImage(x*960+x2, y*470+y2, 306, 232, "files/2/hb2.png", 0,0,0, tocolor(255, 255, 255 , 255)) 
            if ( not playing ) then 
                        playSound("files/handbrake.wav") 
                        playing = not playing 
                end 
        else 
            dxDrawImage(x*960+x2, y*470+y2, 306, 232, "files/2/hb.png", 0,0,0, tocolor(255, 255, 255 , 255)) 
        end 
    end 
end 
addEventHandler ( "onClientRender", root, speed ) 

Nobody asked for you script, all you had to do is what I said.

Try using this:

local sx,sy = guiGetScreenSize() 
local px,py = 1280,720 
local x,y =  (sx/px), (sy/py) 
local x2, y2, x3, y3 = 0, 0, 0, 0 
  
  
local loopTimer = false; 
  
function speed() 
    local theVehicle = getPedOccupiedVehicle ( getLocalPlayer() ) 
    if ( theVehicle ) then 
        if ( getControlState ( "handbrake" )  ) then 
            dxDrawImage(x*960+x2, y*470+y2, 306, 232, "files/2/hb2.png", 0,0,0, tocolor(255, 255, 255 , 255)) 
            if ( not isTimer ( loopTimer ) ) then 
                playSound("files/handbrake.wav") 
                loopTimer = setTimer ( function()  
                    loopTimer = nil 
                end, 5000, 1 ); 
            end 
        else 
            dxDrawImage(x*960+x2, y*470+y2, 306, 232, "files/2/hb.png", 0,0,0, tocolor(255, 255, 255 , 255)) 
        end 
    end 
end 
addEventHandler ( "onClientRender", root, speed ) 

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You could try something like this. I've been away from MTA a while studying C++, so something might not be working as I didn't test it. But it should :P

local hb_BoundKeys = {} 
local hb_SoundState = false 
local hb_TheSound = nil 
  
function getHandbrakeKeysOnStart_Handler() 
    hb_BoundKeys = getBoundKeys("handbrake") -- Get all the keys they have bound to the Handbrake. 
end 
addEventHandler("onClientResourceStart", resourceRoot, getHandbrakeKeysOnStart_Handler) 
  
function checkKeyPresses_Handler(theButton, theState) 
    if(isPedInVehicle(localPlayer) == true) then                            -- Make sure they player's in a vehicle, should minimize the times it's run a bit. You can also add a check to make sure he's in a driver seat. 
        for key, value in ipairs(hb_BoundKeys) do                           -- Run through the stored keybinds, and check if they match. 
            if(theButton == value) then                                             -- If they match, trigger the function that plays the sound. (I left out theState so it triggers both on press and release.) 
                handbrakeSound_Handler() 
            end 
        end 
    end 
end 
addEventHandler("onClientKey", root, checkKeyPresses_Handler) 
  
function handbrakeSound_Handler() 
    if(getControlState("handbrake") == true) then                           -- Another check to make sure the control is active. 
        if(hb_SoundState == false) then                                         -- Only run if hb_SoundState is false, to prevent it from being played twice. 
            hb_SoundState = true                                                        -- Update the variable as we're about to play the sound, it will still trigger the rest of the code before the code block ends. 
            hb_TheSound = playSound("files/handbrake.wav", false)       -- Play the sound and store it as a variable, this lets you manipulate the sound later on if you want to(Change volume, pitch etc). 
        end 
    else                                                                                            -- If the handbrake control is not true, reset the rest. 
        if(hb_SoundState ~= false) then 
            hb_SoundState = false 
            if(hb_TheSound) then 
                stopSound(hb_TheSound) 
            end 
        end 
    end 
end 
  

Edit:

You can also use this code to update what image should be drawn, something like this;

local hb_BoundKeys = {} 
local hb_SoundState = false 
local hb_TheSound = nil 
local hb_Image = "files/2/hb.png" 
  
function getHandbrakeKeysOnStart_Handler() 
    hb_BoundKeys = getBoundKeys("handbrake") -- Get all the keys they have bound to the Handbrake. 
end 
addEventHandler("onClientResourceStart", resourceRoot, getHandbrakeKeysOnStart_Handler) 
  
function checkKeyPresses_Handler(theButton, theState) 
    if(isPedInVehicle(localPlayer) == true) then                            -- Make sure they player's in a vehicle, should minimize the times it's run a bit. You can also add a check to make sure he's in a driver seat. 
        for key, value in ipairs(hb_BoundKeys) do                           -- Run through the stored keybinds, and check if they match. 
            if(theButton == value) then                                             -- If they match, trigger the function that plays the sound. (I left out theState so it triggers both on press and release.) 
                handbrakeSound_Handler() 
            end 
        end 
    end 
end 
addEventHandler("onClientKey", root, checkKeyPresses_Handler) 
  
function handbrakeSound_Handler() 
    if(getControlState("handbrake") == true) then                           -- Another check to make sure the control is active. 
        if(hb_SoundState == false) then                                         -- Only run if hb_SoundState is false, to prevent it from being played twice. 
            hb_SoundState = true                                                        -- Update the variable as we're about to play the sound, it will still trigger the rest of the code before the code block ends. 
            hb_TheSound = playSound("files/handbrake.wav", false)       -- Play the sound and store it as a variable, this lets you manipulate the sound later on if you want to(Change volume, pitch etc). 
            hb_Image = "files/2/hb2.png" 
        end 
    else                                                                                            -- If the handbrake control is not true, reset the rest. 
        if(hb_SoundState ~= false) then 
            hb_SoundState = false 
            hb_Image = "files/2/hb.png" 
            if(hb_TheSound) then 
                stopSound(hb_TheSound) 
            end 
        end 
    end 
end 

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Maybe there's better ways because i haven't got what do you exactly mean

local sx,sy = guiGetScreenSize() 
local px,py = 1280,720 
local x,y =  (sx/px), (sy/py) 
local handbrake = false 
  
local x2, y2, x3, y3 = 0, 0, 0, 0 
local playing = false -- set to false 
function speed() 
local theVehicle = getPedOccupiedVehicle ( getLocalPlayer() ) 
    if ( theVehicle ) then 
        if ( getControlState ( "handbrake" )  ) then 
            dxDrawImage(x*960+x2, y*470+y2, 306, 232, "files/2/hb2.png", 0,0,0, tocolor(255, 255, 255 , 255)) 
            if ( not isElement(handbrake) ) then 
                handbrake = playSound("files/handbrake.wav") 
            end 
        else 
            dxDrawImage(x*960+x2, y*470+y2, 306, 232, "files/2/hb.png", 0,0,0, tocolor(255, 255, 255 , 255)) 
        end 
    end 
end 
addEventHandler ( "onClientRender", root, speed ) 
  
addEventHandler("onClientSoundStopped",root, 
function() 
    if source == handbrake then 
    handbrake = false 
    end 
end 
) 

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