My latest project is 77% complete. I just need to reduce memory use by using the dynamic background music library. I have been trying various things but cannot get it to work when I call a function. Essentially, I need to be able to tell dbgm to play a song when a function calls for it to be played.
(Note dbgm.play is a placeholder for whatever the appropriate function is called...)
Example:
function getSong()
if DataPointMap.MapToPlay == "prison" then
selection = math.random(1,3)
if selection == 1 then
dbgm.play("prison")
end
if selection == 2 then
dbgm.play("cell_outbreak")
end
if selection == 3 then
dbgm.play("zombies")
end
end
end
Whoever helps solve this issue will be given credit in my project.
How do I tie a registered dbgm song to a function?
-
- Member
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How do I tie a registered dbgm song to a function?
God bless you.
List of releases:
Minetest Zombies Minigame - viewtopic.php?f=9&t=28442&p=412633#p412633
- > cdb_1d60e1a03f83
List of releases:
Minetest Zombies Minigame - viewtopic.php?f=9&t=28442&p=412633#p412633
- > cdb_1d60e1a03f83
Re: How do I tie a registered dbgm song to a function?
>I just need to reduce memory use by using the dynamic background music library.
No way to reduce memory with current version of engine, mods can't help with it. When all the sounds are loaded you will still get overflowing RAM.
I don't use background sounds by this reason (until it's not fixed).
No way to reduce memory with current version of engine, mods can't help with it. When all the sounds are loaded you will still get overflowing RAM.
I don't use background sounds by this reason (until it's not fixed).
- MisterE
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- Joined: Sun Feb 16, 2020 21:06
- GitHub: MisterE123
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Re: How do I tie a registered dbgm song to a function?
my advice would be to implement the dynamic media yourself. dbgm is a mod to abstract away all the decision-making for when to play a song.
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