def play(): # Stop the idle sounds ghost_story_sound.stop() # Siren director.set_on(SIREN_RELAY, 0, 13) director.set_on(CLAXON_RELAY, 0, 0.5) director.set_on(CLAXON_RELAY, 1, 0.5) director.set_on(CLAXON_RELAY, 2, 0.5) director.play_sound("scenes/p2/audio/siren.ogg", channel=INSIDE_CHANNEL) # Green light and hum sound effect director.play_sound(switch_sound, 5, channel=INSIDE_CHANNEL) director.set_on(GREEN_LIGHT_RELAY, 5.5, 7.5) director.play_sound("scenes/p2/audio/switch_hum.ogg", 5, loops=-1, maxtime=4, channel=INSIDE_CHANNEL) # Red light director.play_sound(switch_sound, 6, channel=INSIDE_CHANNEL) director.set_on(RED_LIGHT_RELAY, 6.5, 6.5) # fire the chair director.set_on(CHAIR_VIBRATE_RELAY, 6.8, 5) director.play_sound("scenes/p2/audio/electric.ogg", 6, maxtime=6.5, channel=INSIDE_CHANNEL) # Flicker chair light director.set_off(CHAIR_SPOT_RELAY, 6.8) director.set_on(CHAIR_SPOT_RELAY, 6.9, 0.2) director.set_on(CHAIR_SPOT_RELAY, 7.9, 0.2) director.set_on(CHAIR_SPOT_RELAY, 8.3, 0.1) director.set_on(CHAIR_SPOT_RELAY, 8.7, 0.1) director.set_on(CHAIR_SPOT_RELAY, 8.9, 0.3) director.set_on(CHAIR_SPOT_RELAY, 9.5, 0.1) director.set_on(CHAIR_SPOT_RELAY, 9.7, 0.1) director.set_on(CHAIR_SPOT_RELAY, 10.4, 0.3) director.set_on(CHAIR_SPOT_RELAY, 11, 0.1) director.set_on(CHAIR_SPOT_RELAY, 11.3, 0.4) director.set_on(CHAIR_SPOT_RELAY, 12.2, 0.3) director.set_on(CHAIR_SPOT_RELAY, 12.8) # Air blast director.set_on(AIR_BLAST_RELAY, 6.9, 2) director.set_on(AIR_BLAST_RELAY, 10, 1) # End sound director.play_sound(switch_sound, 12.5, channel=INSIDE_CHANNEL) # Reset director.schedule(120, reset, ()) director.remove_trigger(CHAIR_TRIGGER)
def background_sound(): sounds = ( "scenes/p1/audio/grave_yard_owl.ogg", "scenes/p1/audio/grave_yard_crickets.ogg", "scenes/p1/audio/grave_yard_crow.ogg", ) director.play_sound(random.choice(sounds), volume=0.5, channel=SOUND_CHANNEL) director.schedule(random.randrange(7, 20), background_sound, ())
def background_sound(): sounds = ("scenes/p1/audio/grave_yard_owl.ogg", "scenes/p1/audio/grave_yard_crickets.ogg", "scenes/p1/audio/grave_yard_crow.ogg",) director.play_sound(random.choice(sounds), volume=0.5, channel=SOUND_CHANNEL) director.schedule(random.randrange(7, 20), background_sound, ())
SOUND_CHANNEL = "left" RUN_TIME = 22 def play(): director.play_sound("scenes/p1/audio/grave_yard_moans.ogg", channel=SOUND_CHANNEL) director.set_on(GRABBER_RELAY, 0, 6) director.set_on(GRABBER_RELAY, 7.5, 9) director.set_on(GRABBER_RELAY, 17.5, 5) # Setup a sound to play at random intervals def background_sound(): sounds = ("scenes/p1/audio/grave_yard_owl.ogg", "scenes/p1/audio/grave_yard_crickets.ogg", "scenes/p1/audio/grave_yard_crow.ogg",) director.play_sound(random.choice(sounds), volume=0.5, channel=SOUND_CHANNEL) director.schedule(random.randrange(7, 20), background_sound, ()) # init triggers etc print('Load the grabber') # Trigger the grabber on button 2 and disable button for RUNTIME+2 seconds after push director.add_trigger(GRABBER_TRIGGER, play, (), bouncetime=RUN_TIME+2) # Ambient track to loop in background director.play_sound("scenes/p1/audio/grave_yard_idle.ogg", delay=0, loops=-1, channel=SOUND_CHANNEL) # kick off the random background sounds director.schedule(5, background_sound, ())
director.set_on(GRABBER_RELAY, 17.5, 5) # Setup a sound to play at random intervals def background_sound(): sounds = ( "scenes/p1/audio/grave_yard_owl.ogg", "scenes/p1/audio/grave_yard_crickets.ogg", "scenes/p1/audio/grave_yard_crow.ogg", ) director.play_sound(random.choice(sounds), volume=0.5, channel=SOUND_CHANNEL) director.schedule(random.randrange(7, 20), background_sound, ()) # init triggers etc print('Load the grabber') # Trigger the grabber on button 2 and disable button for RUNTIME+2 seconds after push director.add_trigger(GRABBER_TRIGGER, play, (), bouncetime=RUN_TIME + 2) # Ambient track to loop in background director.play_sound("scenes/p1/audio/grave_yard_idle.ogg", delay=0, loops=-1, channel=SOUND_CHANNEL) # kick off the random background sounds director.schedule(5, background_sound, ())
def hammer_time(): director.play_sound(hammer_sound, channel=SOUND_CHANNEL); director.set_on(TOXIC_HAMMER_RELAY, 0, random.randrange(2000, 5000)/1000) director.schedule(random.randrange(20, 120), hammer_time, ())
SOUND_CHANNEL = "right" RUN_TIME = 10 hammer_sound = director.load_sound("scenes/p1/audio/toxic_hammer.ogg") def play(): # TOXIC_HAMMER_RELAY # TOXIC_LIFT_RELAY director.play_sound("scenes/p1/audio/toxic_trigger.ogg", delay=1, channel=SOUND_CHANNEL) director.set_on(TOXIC_LIFT_RELAY, 0, 15) def limit_switch(): director.set_off(TOXIC_LIFT_RELAY) # Setup a hammer to play at random intervals def hammer_time(): director.play_sound(hammer_sound, channel=SOUND_CHANNEL); director.set_on(TOXIC_HAMMER_RELAY, 0, random.randrange(2000, 5000)/1000) director.schedule(random.randrange(20, 120), hammer_time, ()) print('Load the toxic man') director.add_trigger(TOXIC_TRIGGER, play, (), bouncetime=RUN_TIME+2) director.add_trigger(TOXIC_LIMIT_TRIGGER, limit_switch, (), bouncetime=1) # Ambient track to loop in background director.play_sound("scenes/p1/audio/toxic_idle.ogg", delay=0, loops=-1, channel=SOUND_CHANNEL) # Kick off random hammer director.schedule(5, hammer_time, ())
def loop(): play() director.schedule(60, loop, ())
import director, random from constants import * RUN_TIME = 10 def play(): director.set_on(FOG_RELAY, 0, 10) def loop(): play() director.schedule(60, loop, ()) # init triggers etc print('Load the fogger') # Trigger the grabber on button 2 and disable button for RUNTIME+2 seconds after push director.add_trigger(FOG_TRIGGER, play, (), bouncetime=RUN_TIME+2) # Start fog loop after 20sec delay director.schedule(20, loop, ())
import director, random from constants import * RUN_TIME = 10 def play(): director.set_on(FOG_RELAY, 0, 10) def loop(): play() director.schedule(60, loop, ()) # init triggers etc print('Load the fogger') # Trigger the grabber on button 2 and disable button for RUNTIME+2 seconds after push director.add_trigger(FOG_TRIGGER, play, (), bouncetime=RUN_TIME + 2) # Start fog loop after 20sec delay director.schedule(20, loop, ())