You are my hero :-)
OK, a lot of facts together.
According to the data structure page in the wiki, the "AnimationFrameSoundVolume" field is not scriptable.
Ah, f... I don't read this (I used a paper print). But this
setSoundProperty you propose looks fine. Shall be what I want.
I have three kinds of sounds:
1. the usual SFX-effects (footsteps, noises, ambiente and so on). Could adjust with the standard setVolume.
2. this ONE sound with volume changing depends on where the character stands. This volume changes between 0 to 50% by Lua script. I set it into the background music tab. So the sound doesn't disappear after changing interface or inventar. It's back again and there all the time - louder close to the waterfall, silent far away.
3. and now a new background music. The player should adjust the music's volume (or mute it completely) with a simple slider interface. In this game I have only one scene. Doesn't matter if the music must play in another scene or not, because it doesn't exist. All I want is to loop the music. And the music shouldn't disappear or restart after using a interface or the save-menue.
If I put the music into an animation frame or into a simple "play sound"-action, the music stops after changing scene or interface. It's not the best solution, I know, but I didn't found something else.
I know, the background music tab is for using a background music. But if I do this - I have to put my adjustable sound no.2 to another place.
I'm on the Lua wiki pages every day, but I haven't realize not yet how this "property" thing works. Looks easy now. Well, I'll try it. Thx.
I pick up the file's ID
from the source file on the HD, right?
Machtnix