ambient generic - increase volume in gam Created 14 years ago2009-09-27 20:21:42 UTC by Captain Terror Captain Terror

Created 14 years ago2009-09-27 20:21:42 UTC by Captain Terror Captain Terror

Posted 14 years ago2009-09-27 20:21:42 UTC Post #273759
I have a map where you're walking down a hallway to some doors, and you can hear music in the distance(ambient generic set to medium radius, volume 5).

When you open the doors to the dancefloor at the end of the hallway, i want the music to increase, as you would expect it too if you're opening a door with loud music behind it. I mean, i can just have the doors trigger on another ambient generic, but the music won't sync up with what's already playing... any ideas anyone?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2009-09-27 22:08:02 UTC Post #273762
I bet the next poster will say something about Spirit.
Posted 14 years ago2009-09-28 16:53:50 UTC Post #273801
I was going to as the first post, but I realized that he's not using it, and that I have no idea how you could do it otherwise :|
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-09-28 17:06:25 UTC Post #273802
well i figrued out a way but it's not perfect:

1. i have 2 tracks of the same song. One starts at the beginning and one starts 10-15 seconds in. (about the time it takes to walk down the hallway and open the door for most people)

2. when you open the doors to where the music comes from, a multimanager triggers track 1 off and track 2 on, at a louder volume. It's not perfect obviously, and less so if you waited outside the door for a very long time, but it works pretty good just the same. = )
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2009-09-28 18:32:01 UTC Post #273803
So what if the player doesn't walk straight to the door?
Posted 14 years ago2009-09-28 18:48:06 UTC Post #273804
there's no other place to go, but yeah like i said, if they loiter around the effect will be less than perfect. but, the first track is "quiet" enough behind the door, that it's really hard to tell anyway exactly if it doesn't match. =)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2009-09-30 23:47:26 UTC Post #273947
Only now I realise what you wanted to do.
Posted 14 years ago2009-10-01 00:00:15 UTC Post #273948
If it's possible to change the client mp3 volume with Hammer, you could use an mp3 instead of a wav. I'm not sure if Vanilla HL does it, though.
Posted 14 years ago2009-10-01 00:33:16 UTC Post #273949
I think it only supports wav.
Posted 14 years ago2009-10-01 01:03:40 UTC Post #273950
I'm talking about the audio_track entity or whatever it's called. I don't think there's a way to change the volume, though.
Posted 14 years ago2009-10-01 02:26:45 UTC Post #273952
The answer is pretty simple, but you won't get the effect of the music getting louder right when the door opens. If you just use an ambient_generic with a small radius set right on the other side of the door, the result is basically the same. Then have a bunch of other ambient_generics sprinkled around to fill in the rest of the room. Doors don't block that much noise, it would be pretty realistic.

Honestly, I've thought about it, and I don't think there's any other way. You can't dynamically change the volume of an ambient_generic, and you can't synch them while they're turned off either.
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