Mave 0 Posted March 4, 2007 Is there a way to stop "say" before the actual sample has ended? Killing the "speaker" is not an option Share this post Link to post Share on other sites
baddo 0 Posted March 4, 2007 Note that I have not tried this for ArmA, but I recall in OFP you could use an empty sound to stop an existing sound from playing. That could be something like: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_unit say "myspeech" ~5 _unit say "" would make _unit say myspeech for 5 seconds. This is a distant memory, it might work though (I can't test now). Baddo. Share this post Link to post Share on other sites
mandoble 1 Posted March 4, 2007 If you are making "thigs" to say sound, best way is to place a gamelogic where the object is, use the gamelogic to say the sound, when needed, delete the gamelogic and sound will stop. Share this post Link to post Share on other sites
Mave 0 Posted March 4, 2007 I actually tried to make helicopter to speak "Valkyrie" with addaction, playing something else few seconds later does not cancel the thing that starts to play at the beginning Camera is not an option, it must be the helicopter that does the saying so that doppler-effect takes place... Share this post Link to post Share on other sites