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Designing Games with Game Maker - YoYo Games

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To apply a sound effect to a particular sound you can either indicate this when defining the<br />

sound resource or you can use the following function<br />

sound_effect_set(snd,effect) Sets a (combination of) sound effect(s)<br />

for the indicated sound. effect can be any of the following values:<br />

se_none<br />

se_chorus<br />

se_echo<br />

se_flanger<br />

se_gargle<br />

se_reverb<br />

se_compressor<br />

se_equalizer<br />

You can set a combination of effects by adding up the values. So e.g. you can<br />

use<br />

sound_effect_set(snd,se_echo+se_reverb);<br />

to get a combination of echo and reverb effects.<br />

All effects have some default settings. You can change these settings once an effect has been<br />

applied to a sound. The order here is crucial. You first apply the effect to the sound and next<br />

set the parameters for it. Once you reapply effects to the sound, the settings are gone and<br />

you have to set them again. Note that all parameters must lie in a particular range, which is<br />

indicated below. The following functions exist for changing effect parameters:<br />

sound_effect_chorus(snd,wetdry,depth,feedback,frequency,wav<br />

e,delay,phase) Sets the parameters for the chorus effect for the indicated<br />

sound. The following parameters can be set:<br />

wetdry Ratio of wet (processed) signal to dry (unprocessed) signal. (range: 0<br />

to 100, default 50)<br />

depth Percentage by which the delay time is modulated by the low-frequency<br />

oscillator, in hundredths of a percentage point. (range: 0 to 100, default 25)<br />

feedback Percentage of output signal to feed back into the effect's input.<br />

(range: -99 to 99, default 0)<br />

frequency Frequency of the LFO. (range: 0 to 10, default 0)

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