Is there a trick to adding sound? Created 20 years ago2004-10-09 14:05:42 UTC by Archie Archie

Created 20 years ago2004-10-09 14:05:42 UTC by Archie Archie

Posted 20 years ago2004-10-09 14:05:42 UTC Post #65072
OK, here's the deal.
I've started making a map that so far is going brilliantly and i thought i could make it even better by adding a few sounds (e.g. an alarm, beacon etc etc) and so after checking the tuts list and not coming up with anything, decided to try myself... i created a simple rectangular brush to be my burglar alarm (its called cs_terrorhouse, a normal house gets broken into yada yada yada) and i then created the entity "ambient_generic" and set all the settings to the filename i wanted, the range and such but when i compiled and played, the sound didn't play.. anyone help me here? i checked some other related forum posts but found nothing... much appreciated, James :)
Archie ArchieGoodbye Moonmen
Posted 20 years ago2004-10-09 14:13:49 UTC Post #65074
You need to trigger the ambient generic, afaik.

If you've already done that, then check your pathname. Use the browse button to find it, don't manually enter it.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-10-09 15:14:19 UTC Post #65088
done done done im afraid :( do the sounds have to be in a specific folder?
Archie ArchieGoodbye Moonmen
Posted 20 years ago2004-10-09 15:48:35 UTC Post #65090
Well, they should be in sound ambience or something of that sort, not in C:my soundswee.wav or something like that.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-10-09 16:02:35 UTC Post #65091
If its a sound from a wad, or GCF, then you can type like "sound/alarm", and it will run that... look at them and use that.
TheGrimReafer TheGrimReaferADMININATOR
Posted 20 years ago2004-10-09 16:04:28 UTC Post #65092
You can't put sounds in wads. Those are for textures.

Did you mean paks?
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 20 years ago2004-10-09 18:06:42 UTC Post #65103
o, yeah.. Wasnt thinking sigh
TheGrimReafer TheGrimReaferADMININATOR
Posted 20 years ago2004-10-09 20:55:20 UTC Post #65110
and also make sure your sounds are in the right format

11khz or 22khz mono wav file
Posted 20 years ago2004-10-09 21:18:32 UTC Post #65111
Also large audio files should be streamed from HDD.
Put a '*' infront of the filename in the entity properties.
If the ent is inside a worldbrush , you won't be able to hear it.
Posted 20 years ago2004-10-09 21:18:54 UTC Post #65112
Use Goldwave to do so. Great little program.
AJ AJGlorious Overlord
Posted 20 years ago2004-10-10 07:11:24 UTC Post #65182
thanks v much... Goldwave is so nice and simple.. thanks. its workin fine :D
Archie ArchieGoodbye Moonmen
You must be logged in to post a response.