My sound won't loop! Created 19 years ago2005-09-22 10:11:16 UTC by Daubster Daubster

Created 19 years ago2005-09-22 10:11:16 UTC by Daubster Daubster

Posted 19 years ago2005-09-22 10:11:16 UTC Post #136418
I'm running pretty desperate here, guys.
I was workin on my compo map and I needed a specific sound there. So I created my own. Now there can't be anything wrong with the sound, cause it's PCM 8000 8bit mono.
Now I can hear the sound in HL, but it won't loop no matter what I try!

The setup is like this:

The ambient_generic is called "tt_dronesnd"
The wav file path is: "ambience/tt_drone.wav"
The ambient_generic is triggered by a multi_manager and isn't triggered again by any entity.

I've checked the "NOT looped" flag for like 10 times! It's not ticked. I also experimented with other ambient_generic properties to see if they have anything to do with the problem. All of my efforts were in vain.
Then I thought that this was a problem with my HL, but it isn't coz it loops other sounds.

Any ideas on how to fix this? The sound is pretty necessary.
Any ideas or solutions would be appreciated.. :nervous:
Daubster DaubsterVault Dweller
Posted 19 years ago2005-09-22 10:13:04 UTC Post #136420
mm>ambient_generic>mm>ambient_generic>....
make it target each other
Posted 19 years ago2005-09-22 10:14:22 UTC Post #136421
You can't target anything with an ambient_generic...
Daubster DaubsterVault Dweller
Posted 19 years ago2005-09-22 10:16:18 UTC Post #136423
Umm what's that?
Daubster DaubsterVault Dweller
Posted 19 years ago2005-09-22 10:25:02 UTC Post #136428
Dunno, have you tried deleting the entity, and making a whole new one ?

I just made a map to test it, and it worked.

Unceck all the flags, except "Play Everywhere"

EDIT: Actually, no, after reading the problem again, I doubt that's your problem
Posted 19 years ago2005-09-22 10:32:14 UTC Post #136431
I tried making a whole new entity and unchecking the Play everywhere flag... The flag I need the most is "start silent"
Daubster DaubsterVault Dweller
Posted 19 years ago2005-09-22 11:40:12 UTC Post #136489
Adden a cue/loop point is easy.
I use Goldwave for that. Google it. :)

Important: add your cue/loop point at the beginning of the wav (00:00:00), not the end.
Posted 19 years ago2005-09-22 12:14:54 UTC Post #136492
How about searching the forum before making a post? This has been covered at least 10 times. :|

Here's one, aptly named: Ambient Generic won't loop.
Posted 19 years ago2005-09-22 12:38:26 UTC Post #136502
Thanks, rowleybob! Sry for the thread, tho.. :)
Daubster DaubsterVault Dweller
Posted 19 years ago2005-09-22 12:41:07 UTC Post #136504
then alternative would be to make mm target ambient_generic and itself after some time :> but that needs very good timing.
Posted 19 years ago2005-09-22 12:42:38 UTC Post #136505
You can't target anything with an ambient_generic...
but you can make mm to trigger itself over and over again ;)
Posted 19 years ago2005-09-22 12:43:37 UTC Post #136507
beat you Saco :)
Posted 19 years ago2005-09-22 13:31:21 UTC Post #136543
A ambient generic can't target a thing but you can make a multimanager that will trigger it every time the sound is over and then target it self! Example: every 3 seconds the multimanager will activate the sound! ;)
Posted 19 years ago2005-09-22 13:33:37 UTC Post #136544
Thanks, rowleybob! Sry for the thread, tho.. smile - :)
You're welcome, and don worry about it. :)

Thinking on it more, these recurring questions wouldn't be so If our ever-aging entity guide was spruced up a little.

That creates a new problem in two parts:

1. Who's willing to spend the time on it?

2. Who's knowledgeable enough to make reliable changes?
Posted 19 years ago2005-09-22 13:34:55 UTC Post #136546
can't you add a value for ambient_generic in smart edit so it targets something? :o
Posted 19 years ago2005-09-22 14:32:02 UTC Post #136593
rowley, are you volunteering? ;)

Also, I'd like to point out that I'm pretty sure most sounds in HL are 11025Hz, not 8000. I'm not sure that speech isn't 8000Hz to be easier on the lip-synching routines, though.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-09-22 14:52:16 UTC Post #136604
22000 Hz also works.

FFS, just use Goldwave to add the cue point. Whats the big deal?
Posted 19 years ago2005-09-22 14:53:22 UTC Post #136606
Yeah, I remember now, and I'm pretty sure that it's 11,025Hz for lip synching to work. Anyway, end of the line for this...
Seventh-Monkey Seventh-MonkeyPretty nifty
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