MEH! Need Ambient_Generic help plz! Created 17 years ago2006-12-25 04:43:45 UTC by Noobish UMP45 Noobish UMP45

Created 17 years ago2006-12-25 04:43:45 UTC by Noobish UMP45 Noobish UMP45

Posted 17 years ago2006-12-25 04:43:45 UTC Post #207461
Okay, I'm really good at mapping, but I JUST can't seem to figure out how to make this work...

1) I have my own sounds, and they work in my map...
2) I understand how to use Small / Large / Everywhere (BGM) sound optoins.
3) I know how to link sounds with the muti_manager point entity.

>> Is there a way to make a sound loop throughout a whole FLOOR, and nowhere else?

My base map has really large floor plans, and I want my ALARM / SIREN sound to only play on certain floors.
My problem is... whenever I leave 1-zone and enter another LARGE radius area, the new zone start from the BEGINNING, and the two sfx sound like echos.

>> Does anyone know of a way link these large-radius Ambient_Generic sounds together without it having doing that problem?

Thanks.

Here's a screenshot of my current map:
http://i147.photobucket.com/albums/r306/noobish_ump45/bigbertha_06.jpg
Posted 17 years ago2006-12-25 04:57:46 UTC Post #207464
I'm not sure what you mean by "linking sounds", but there's no way to make a sound only play on a certain floor, since the game has no way of telling what a floor even is. The only way would be to place a bunch of ambient_generics around the floor with "small radius" checked, and even then you would be able to hear it is you were right underneath/on top of it.

Another possible solution would be to trigger the sounds on/off when going between floors.
Posted 17 years ago2006-12-25 07:38:56 UTC Post #207468
Agreed with srry. Triggering between floors would be the best way of achieving it.
Daubster DaubsterVault Dweller
Posted 17 years ago2006-12-25 07:45:09 UTC Post #207470
Posted 17 years ago2006-12-25 13:03:04 UTC Post #207478
I never knew you could define an area of an ambient_generic with the aaa brush... how freaking cool!

So if the AAA trigger surface area defines where you can hear the sound, I'm guessing it makes the radius/play everywhere flags irrelevant?
Posted 17 years ago2006-12-25 14:03:43 UTC Post #207483
Posted 17 years ago2006-12-25 14:08:28 UTC Post #207484
Sound will set any map apart from the pack.
Qft.

Sounds are essential for any map, no matter the theme/time/size/type/mod, etc.

And yeah - random sounds triggered by triggers throughout the level are a great way of adding some random realism to a map.
Daubster DaubsterVault Dweller
Posted 17 years ago2006-12-25 14:34:08 UTC Post #207487
no no no no no....

I'm making this for COUNTER STRIKE... but I think you guys got my question all wrong...

Lets say you have ... 2-3 ambient generics with any size radius (not everywhere) looping the same "alarm" sound.

Once you leave one radius to enter the next, the sounds are NOT all sycronized. The new sound radius starts the same sound from the Beginning, and not where the previous sound area left off...

>> Is there a way to make all of these sounds syncronized when you move from one sound radius to the next ???
Posted 17 years ago2006-12-25 14:39:36 UTC Post #207489
Posted 17 years ago2006-12-25 15:59:03 UTC Post #207497
I never knew you could define an area of an ambient_generic with the aaa brush... how freaking cool!
I don't think that's what he meant... I think he was just saying that you can trigger them on/off with a trigger_whatever, but I could be wrong. I've never heard any references to doing it the way you're describing.
I'm making this for COUNTER STRIKE...
That matters none. You're still doing it for the Half-Life engine.

In any case, you seem to have a misunderstanding about the radius thing. The sound doesn't start playing when you enter a particular ambient_generic's radius, it just plays the entire time you're running the map. If you have synchronicity problems, it's because the sounds aren't being triggered at the same time.
Posted 17 years ago2006-12-25 16:04:33 UTC Post #207498
from srry:
"If you have synchronicity problems, it's because the sounds aren't being triggered at the same time."

Hmm, odd.

I start off my map with all my sounds having the same name, then linking it to a multi-manager with about a 3 sec delay after the map starts (all large radius).

I still have this synchronicity problem... any ideas why?
Posted 17 years ago2006-12-25 16:08:21 UTC Post #207500
Posted 17 years ago2006-12-25 17:31:37 UTC Post #207507
what do you mean by "ending duration" ?

Do you mean that my sound files have to end every 100/th of a second for something?

My sound files all have cues .....
Posted 17 years ago2006-12-25 17:59:53 UTC Post #207513
If they have cues correctly done they should loop. Use goldwave.

And
Okay, I'm really good at mappin
Haha, good self image eh? :D
Ya lil' beef PEH!!!
Posted 17 years ago2006-12-25 18:43:31 UTC Post #207516
Posted 17 years ago2006-12-25 18:53:17 UTC Post #207517
1) Yes, I use goldwave...

2) I can't use "play everywhere" because I don't want the CTs outside in the ocean to heard a dumb base alarm.....

>> I tried doing everything you guys said, my sounds STILL do NOT play all at once. No matter what I do to make them all "supposedly" play at once... they DON"T! They all just play whenever I get into that ambient_generic's sound radius...

ARGH!

>> So... does this mean I can't do this !?!?!?
Posted 17 years ago2006-12-26 20:34:13 UTC Post #207614
I'd suggest putting the map in the Problem Maps section of the map vault, and let people try to solve it. :
Posted 17 years ago2006-12-27 03:03:42 UTC Post #207631
ORRRRR

since it's counterstrike

you can just NOT use sounds. Because i know when I'm playing i walk everywhere and listen to footsteps.
Plus i'd get irratated listening to an alarm if im playing a map for more than 30 minutes.

/2 cents
Tetsu0 Tetsu0Positive Chaos
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