Error spamming in console Created 7 years ago2016-12-06 17:32:22 UTC by GMK_5 GMK_5

Created 7 years ago2016-12-06 17:32:22 UTC by GMK_5 GMK_5

Posted 7 years ago2016-12-06 17:32:22 UTC Post #332592
Hi
As the title goes, when i compile a map that i made( it is a jailbreak mode map in cs 1.6 ) there s an error sentence spamming in my console: SV_StartSound: volume = 2550
I really need to fix this, so is there any solution?
Posted 7 years ago2016-12-06 18:06:15 UTC Post #332593
Are you using any ambient_generic entities in your map, and are their volumes set to a valid range? (1-10)
Posted 7 years ago2016-12-06 18:11:54 UTC Post #332594
Yea im using many ambient_generic entities and their volume values are 10 and they are all triggered using buttons or trigger_multiple
Posted 7 years ago2016-12-06 19:06:12 UTC Post #332595
Ok, it doesn't look like ambient_generic is doing this.

Are there any other entities in the map that are constantly playing sounds, like vehicles? If so, can you check their volume settings?
Posted 7 years ago2016-12-06 19:24:45 UTC Post #332596
I have the doors that are triggered using trigger_multiple so when u walk to it the door opens automatically, all their sound is the same and it is Pneumatic (sliding). But i dont think that they are the cause because I guess this problem started when i created the deathrun part of this map, and the sounds in it are being triggered in an ambient_generic entity using trigger_multiple.
Posted 7 years ago2016-12-06 19:33:18 UTC Post #332597
This error can appear if you have 2 entities attempting to play an identical sound at the same time.

For instance: 2 func_train using the same move sound and triggered to start at the same time.
Posted 7 years ago2016-12-06 19:55:58 UTC Post #332598
Well it can be right since im using the same sound 3 times in a row in a multimanager using 3 ambient_generic entities and i used it 3 times to make like a countdown sound. The first, its value is 0 in the multimanager , the second's value is 1 and the third's value is 2. Is there any way i can avoid this or i just need to use another countdown sound and delete these 3 ambient_generic entities? or add like 0.5 sec between each sound?
Posted 7 years ago2016-12-07 05:18:17 UTC Post #332602
u can refer to the same entity multiple times in a multi_manager. just add it and it will appear as name, name#1, name#2 or something
Posted 7 years ago2016-12-08 19:54:39 UTC Post #332627
Yea thats what I did, take a look if u want
http://imgur.com/a/8aknd
Is it correct or do i have made a mistake?
Posted 7 years ago2016-12-09 07:17:11 UTC Post #332631
No that is not correct.

In your image it shows you referring to 4 different entities:

dr_laser_sound_1 0
dr_laser_sound_2 1
dr_laser_sound_3 2
dr_laser_sound_4 3

What is being suggested is that you have one singe sound entity (ambient_generic most likely) named:

dr_laser_sound

Then, in your multimanager you fire it 4 times. It will then look like this in your multimanager:

dr_laser_sound#1 0
dr_laser_sound#2 1
dr_laser_sound#3 2
dr_laser_sound#4 3

(note that hammer will add the # numbers to the "dr_laser_sound" key on its own. Just add the four different "dr_laser_sound" keys and their times and hammer will take care of the rest).

Also note, than you will probably want the "Not Toggled" flag set on the ambient generic so that each time it is targeted it plays the sound, instead of being turned on and then off with each triggering.
Posted 7 years ago2016-12-09 16:05:24 UTC Post #332635
well dallas, texas u should have looked at his picture better
Posted 7 years ago2016-12-09 17:02:16 UTC Post #332636
Now i modified some things: I m using 1ambient generic to play the same sound 3 times (dr_laser_sound,dr_laser_sound#1,dr_laser_sound#2) and other sound 1 time using another ambient_generic entity (dr_laser_lastsound) but still didnt work
Image: http://imgur.com/a/amjOy
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