Odd Ambient_Generic Problem Created 11 years ago2012-09-13 23:38:02 UTC by DocRock DocRock

Created 11 years ago2012-09-13 23:38:02 UTC by DocRock DocRock

Posted 11 years ago2012-09-13 23:38:02 UTC Post #309807
This is a question for some of the "older mappers" who used to make maps before source.

I'm working with Hammer 3.5 in a non-source version of Half-Life.

I place an ambient_generic, set the properties as they should be, but when I trigger it in the map by running through it, I only hear a split second of the wav file.

However, if I quicksave the map and run through it by quick-loading it right away, then the wav file plays.

Any idea why this might be happening?
Posted 11 years ago2012-09-14 01:25:00 UTC Post #309808
Any chance you might be triggering the ambient_generic twice?
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 11 years ago2012-09-14 05:51:02 UTC Post #309809
Loop flag maybe? There is another question whether the custom waw is used or not. The custom one should be looped manually in apps like Adobe Audition or minor alternatives.
Posted 11 years ago2012-09-14 06:48:19 UTC Post #309810
yeah, when making custom sounds, you need to make cue points for the wav, otherwise the entity will bug out. But you didn't tell us if it's custom or not :)
Skals SkalsLevel Designer
Posted 11 years ago2012-09-14 09:42:07 UTC Post #309811
Yep its a custom wav. Does it need to be looped even if isnt supposed to loop in the map?
Posted 11 years ago2012-09-14 10:55:33 UTC Post #309812
Read this tutorial: http://twhl.info/tutorial.php?id=98
It tells you how to create custom sounds and how to add the cue points, the cue points are a vital part to the .wav files or they just won't work properly in game.
Skals SkalsLevel Designer
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