OH, derp. Yeah that makes a lot more sense than what I was initially thinking. So it accepts the script but I'm getting the feeling this mover doesn't behave like normal movers. I say that because both in the spawnargs as well as these direct script functions, it hasn't actually played the sounds when the tram accelerates, moves, etc. It's strange because I assign timing values for all those modes of movement but the sounds don't seem to play in those occurrences.
This does make me wonder if it's a sound shader problem, like not having it play globally or something. If it was something like localization that would make perfect sense as to why I can't hear it. I'll have to have a look at that, or just see how I can trigger these sounds manually based on mover events. Yeah I just tried setting global on the sounds but still no luck, I just don't think the mover is triggering them for whatever reason.
EDIT: Well I did a little bit of finagling in the script and just manually kicked the loop sound in. So if for some reason we can't figure out a way of making the base functions for accel, decel and move sounds work; then I can do this other weird means of getting the sounds in. Only thing that's really off is the, "tram_stop" decel sound because I don't have a value that I can use to kick that in. However I don't know the syntax for it but I made the assumption it could be kicked in via a speed check. I'd have something that would check mover speed and it would be delayed in the script to check after the initial acceleration time is over. Again I don't know the syntax for it but I'd have the stop sound trigger if the speed dips below the max run speed. Great part about this method is the max run speed can change depending on what the mapper uses but it wont change what the speed check does as it only uses a value less then whatever it's currently running at. A decent theory at the very least.
Edited by Epifire, 07 June 2017 - 05:40 PM.