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Lose by KO sound
BabricogurlDate: Tuesday, 2010-04-13, 4:49 PM | Message # 1
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Add to bottom of .cns file after [Statedef -2] entry. If there
is no [Statedef -2] entry then just make one by adding just
[Statedef -2] as a new line and nothing more. The value = 3,11
change to the sound number used in the character's .snd file.

Make the sound in the sound file using a sound program that
does echoes. I use Cool Edit and generate 4 seconds silence
after the knockdown sound then I add the echo and mark the
continue echo checkbox. It usually takes 5 or 6 tries to get
the sound spacing so it sounds good enough. By doing it this
way instead of MUGEN's built in KO echo, I can get the echo
sounding like I want it to instead of a pause between short
sounds and bunched together on large sounds.

Added note: the varset is there for multiple hit moves which
would cause the sound to get messed up if not used. The var
will get reset next round so no need to reset var(10) to zero
again.

[State -2]
type = PlaySnd
trigger1 = LoseKO
trigger1 = time = 1
trigger1 = var(10) = 0
value = 3,11

[State -2]
type = varset
trigger1 = LoseKO
trigger1 = time = 1
var(10) = 1


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