Trouble with ambience Created 16 years ago2008-02-20 03:46:42 UTC by Juror Juror

Created 16 years ago2008-02-20 03:46:42 UTC by Juror Juror

Posted 16 years ago2008-02-20 03:46:42 UTC Post #246014
Hey all,

I was trying to set up an ambient sound "wind_gust" at one of my highpoints in my map and i have tried everything to get it to work. I just have run out of tut's to read, which all said basically the same thing.

At the top of this topwer i have i placed an ambient_generic entity, went to properties and filled in name, picked a wav., then set the start volume to about 7 and normal volume at 7. in the flags tab i unchecked all the boxes cause i want it to play the whole time.

I got nothing. Any ideas?

#9
Posted 16 years ago2008-02-20 08:45:37 UTC Post #246017
Is the problem that it wont play? Or that it wont loop?

I took a look at the entity properties, you said you named it? It may need to be triggered then for it to work. Also, check yor flags and make sure you dont have a start silent flag on
Posted 16 years ago2008-02-21 02:12:50 UTC Post #246055
Well i have the flags in fine working condition, capping and sounds and all just that wind_gust only plays right at the beginning of each round and that's the last i hear of it. I have it looped also, cause yaknow wind just doens't stop. I could tie it to the flag/or near by entity, right, with a trigger? I'll try that, next.

Also, is there a way to trigger damage from barbed wire?

I"ll check for tuts, just while i was here i thought id ask.

Thanks for the reply HLMAPPER.
Posted 16 years ago2008-02-21 08:51:26 UTC Post #246059
Im not too familiar with half life 2's entities but if there is anything like a trigger_hurt (used in half life 1), that could be used to create the illusion that you are taking damage from the barbed wire. Just place it so that the player must contact, or be awfully close to the barbed wire to take damage.
Posted 16 years ago2008-02-21 09:05:10 UTC Post #246060
http://developer.valvesoftware.com/wiki/Ambient_generic

If you set it up correctly, it should just play. Double check the stuff on that page quick.

It might be a problem with the sound file itself.
Posted 16 years ago2008-02-21 09:14:30 UTC Post #246061
If you're using a custom sound, you may not have put a cue point in it. Download Goldwave, it can insert a cuepoint easily (which is necessary for all looping sounds).
Strider StriderTuned to a dead channel.
Posted 16 years ago2008-02-22 00:55:43 UTC Post #246146
well i got the damage to work..trigger_hurt, tied to the barb wire, it's all good now.

Now for the sound issue...
Posted 16 years ago2008-02-22 01:52:58 UTC Post #246151
well the sound issue has been corrected. This is my first work with using a lot of different sounds. I wanted an ambient wind to whistle around a high area of the map. In source they want you to use env_soundscape entity and produce it outside of Hammer. Well i didn't want to be that technical on this map so i used the ambient_generic. Here's where i went wrong a week ago. I thought the program would just play the sound while the player was inside the radius and maxing out in the center of the sphere. I needed to fill in the lforate, lfopitch and lfovol. filled in the numbers and there you have sound.

Well thanks for the input everyone. Great community here at TWHL. See you around. Im sure there will be more Q's from me in the future. As for now, i need to test out this map.

#9
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