Sound/Entity reset error!...STILL! Created 16 years ago2007-08-24 10:10:33 UTC by Noobish UMP45 Noobish UMP45

Created 16 years ago2007-08-24 10:10:33 UTC by Noobish UMP45 Noobish UMP45

Posted 16 years ago2007-08-24 10:10:33 UTC Post #232760
Yeah yeah yeah... I know there are TONS of tutorials and posts on these things... but I STILL can't get it to work.
I also have a feeling I have a WIERD error for my map?

Desire:
I WANT a sound that starts at the beginning of the round (playing only ONCE), and never plays again...

Problem:
The sound works, but it LOOPS, and I can't figure out how to get the above result...
1) I already tried the is NOT looped button. If I do this, the sound will NEVER play, even if I use Multi-managers, triggers, buttons, etc.
Is this a HAMMER or CS error?
2) YES... my sound is 8-bit MONO...
3) I tried having no cues in my sound... still loops
4) I tried having 1 cue in my sound... still loops
5) I tried having 2 cues in my sound... still loops
6) Sound file is exactly 4.50 seconds long.

7) I tried doing Start Silent, and that works with a TRIGGER only... not working with Multi-managers or even trigger_relay.
8) If I do #7, the sound still loops.
9) If I do #7, the sound still START at the beginning of the next round... with and without a button present ?!?!

10) I tried using that weird DOOR method for my round reseter... doesn't work.
11) I tried using the MM and delayed TR methond... doesn't work.

I have tried using MM, TR, and other entites to STOP the sound after a certain amount of time, but only PLAYER activated buttons seem to stop this thing...
It's almost as if my MM and TR are not working for my map...

Using HAMMER v3.4 SDK with the ZHLT files and .wad for Counter Strike v1.6
Posted 16 years ago2007-08-24 12:06:09 UTC Post #232764
WOOHOO! I found out how to fix it!

1) the is NOT looped is NOT checked
2) the sound is 8-bit MONO (.wav) file
3) the sound has NO cues
4) the sound MUST have "zero-sound" sections at the beginning and end of the .wav file

#4 was the big thing I needed to make sure the sound did not loop!
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