Losing my mind; ambient_generic Created 7 years ago2016-09-15 21:54:27 UTC by MistaX88 MistaX88

Created 7 years ago2016-09-15 21:54:27 UTC by MistaX88 MistaX88

Posted 7 years ago2016-09-15 21:54:27 UTC Post #331689
Currently working on a map and I'm almost finished. I just have a couple more detail related things to do and I have two custom sounds to add.

But they don't work, at all. This isn't my first time using ambient_generic and they are working perfectly with two custom sounds on my fy map:

http://twhl.info/vault.php?map=6119

The thing is with fy_massachusetts is I didn't even make the "proper" sounds for Goldsrc and they work fine. They are 8-bit mono but are at 44.1Khz and they still play fine.

When that didn't work with the sounds for my latest map I thought, "OK, fair enough." and converted it to a 22Khz sound file. Still nothing.

"Maybe I have the entity set up wrong?" I thought, since this is my first time making constantly looping sounds on a map. So I go grab a known sound out of the sound folder (xmas_snl.wav from de_xmas) and it was playing perfectly. So the entity is clearly set up right. Not to mention, xmas_snl.wav is at 48Khz and still plays perfectly fine.

So I'm at my wits end. I've done everything I'm supposed to do with the sound file. 22Khz, 8-bit, mono .wav file with loop points added to the beginning and end with wavosaur (just to make sure it wasn't the output from wavosaur I even checked the sound without the loop points to see if it would play at least once, it still would not). The entity is set up with the proper flags and I know it works because I tested it with another sound. Am I missing something here?
Posted 7 years ago2016-09-16 05:33:31 UTC Post #331693
Hm I assume you set the Cue's (loop points) correct on the sound 1 at the beginning say name "a1" one at the end "a2".

If the sound is not working for what ever reason this may have several reasons.

One of the things I often do when creating voice sound files for example (or ambient like in your case) is to just open one of the original voice sound files and my custom sound and delete the trace of the original and afterwards pasting my own trace in it and saving it under a different name. That way I took over all the original sound output settings and they work (even npc lip synchronization does.) Try the same with any ambient sound of your choice as long as it is an original sound.

The 2nd option that comes to mind why your sound may not be playing. Does your map in the console shows "to many visible entities" ? If so I noticed that often newly placed entities get ignored or don't work correct as they should. You need to fix that error in that case but since your map is for CS and your map is FY_ which means pathetic mapping but good game play I doubt that this is the problem here.

3rd possibility again unlikely in your situation due to the fact of it being a MP map is that you start this sound in a multi_manager. If there are like 15+ entries in the MM at some point it bugs out. Best is it to never have more than 10 entries per m_m.
Posted 7 years ago2016-09-16 10:25:57 UTC Post #331695
It's a de map, the fy was my previous map I was using as an example of sounds that did work despite not technically being "correct" for Goldsrc.

Either way, I got it working. I don't know HOW though. I deleted the sounds and re-recorded them (like played the orig and hit record rather than import the mp3's for conversion) and then went through all the rest of the same processing steps (in fact I ended up leaving one 16-bit).

I'm def gonna try that trick with orig sounds if I ever have a specific problem with looping sounds.
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