Author Topic: Blind audio events  (Read 664 times)


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Blind audio events
« on: December 13, 2012, 05:27:38 AM »
I have no idea how the "conditions" should read to play a different audio file for each blind level.  I'm assuming that the trigger is "a level begins"?!

Stuart Murray

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Re: Blind audio events
« Reply #1 on: December 13, 2012, 07:57:53 AM »
there is two main ways of defining this, and it will depend on the version you are using.

1) (For older versions of TD) At the start of a level it plays a set sound, for example at the start of round 3 you wish it to play 100/200, this way is fine providing you don't change your structure around.

2) (For current version (3) play a sound at the start of each level, which matches the current blinds/antes.  This way allows you to have multiple structures and no need for different events files.

for option 2 see the first thread, for option 1 see the second thread.

Once you have figured out which way you want to do it, you may well need some further refinement and help, so reply back here and someone will assist.

Just for clarity, the trigger can be either <A Level Starts> or <The clock ticks> if you use the latter, you need to specify either secondsElapsed or secondsLeft in your conditions.  We will help you with conditions once you have decided what route you wish to take.

« Last Edit: December 13, 2012, 07:59:56 AM by Stuart Murray »
Stuart Murray