Basically trying to work out how to trigger sounds in the game. I don't want them to play over the game, just IN the game. Turns out adjusting their volume doesn't do the trick, it APPLIES the new volume, but it doesn't actually affect it in the game. Only MOVING the soundEmitter does. So, how about I just do something like, "move position X + 0.01" however I can't figure out what the code is for positional movement. This is my script currently for testing purposes anyway: Code: local function lane2(kdata) if kdata.event == 'enter' and kdata.triggerName == 'dragLane2' then print("hello"); local soundT1 = scenetree.findObject("testSound1"); print(soundT1); soundT1.volume = 0; end if kdata.event == 'exit' and kdata.triggerName == 'dragLane2' then print("goodBye"); local soundT1 = scenetree.findObject("testSound1"); print(soundT1); soundT1.volume = 1; end end lane2 --- Post updated --- Triggering, "is3D" and "maxDistance" etc also works but it doesn't actually affect the sound being played, but you can see the affect happening in the engine.
Hi! You can find or set the position of a lot of objects in the game with :getPosition() or :setPosition(). Using your variable: Code: local pos = soundT1:getPosition() soundT1:setPosition(Point3F(50, 50, 100)) soundT1:setPosition(pos) Those should work, you'll see the new placement of the emitter in the editor. I can go into a lot more detail with this; you can convert that position to a vector with vec3(pos), and back to a Point3F with vec3(50, 50, 100):toPoint3F(). There's lots to explore with position manipulation.