Custom sounds... Created 21 years ago2003-11-14 09:28:51 UTC by Clownfish Clownfish

Created 21 years ago2003-11-14 09:28:51 UTC by Clownfish Clownfish

Posted 21 years ago2003-11-14 09:28:51 UTC Post #4693
for func_trains, doors, buttons and such? How do you do it? :
Posted 21 years ago2003-11-14 09:30:08 UTC Post #4695
isnt that a spirit feature? i dunno. mayb u link 2 a sound of ur own.
Posted 21 years ago2003-11-14 09:56:09 UTC Post #4699
To Make a custum sound you would have to trigger an ambient_generic (If youre using plain-ol HL)
Posted 21 years ago2003-11-14 10:02:53 UTC Post #4701
Well, but I'd like the sound to MOVE with the source, as when a func_train moves. You can't move around ambient_generics, right? That's why I'd like to put a sound into the list of "move sounds" etc. But maybe it's not possible?
Posted 21 years ago2003-11-14 10:59:33 UTC Post #4707
As far as I know it's not possible with HL (pleese correct me if im wrong)

But here's a random and completely untested idea: if your desperate, you could have a seperate ambient_generic for every path_corner... and link the "fire on pass" property of each path corner to an ambient_generic that plays only once. It's fiddly and inconsistant, but if you're desperate...
Posted 21 years ago2003-11-14 12:11:13 UTC Post #4713
Checked it out, and that spirit-stuff sounds cool! Only that I'm making a multiplayer-game, and I don't want to risk that it won't work on computers with no spirit!

So, I'll stick to the default "rail-elevator"-sound (or whatever it was) for my train for know, and when I find I nice train - .wav I'll try out a string of ambient_generics as JB suggested. I don't even need
Posted 21 years ago2003-11-14 12:13:19 UTC Post #4714
... ehum (cough).. I don't even need.... (sorry for interrupting myself) .... I was about to say that.... whatever, I was wrong about it so I won't say it. Never mind...
Posted 21 years ago2003-11-14 13:13:54 UTC Post #4723
my ambient_generics never work and ill never understand them.
Posted 21 years ago2003-11-14 16:15:37 UTC Post #4736
ok its unbelevible but i actually made a ambient_generic work, but its not looped?
how do i make it looped!? i thought it was auto-looped...
Posted 21 years ago2003-11-15 05:01:02 UTC Post #4773
Sound in Multiplayer is pretty tricky at the best of times, I know that it is generally accepted that the less noise you use the better, and I think the reason for that is what happens when the map cycles and starts again, I had an ambient_generic in cs_coffee but finally took it out because whenever the game finished and reloaded the generic went mad. I have seen a few articles on this, so If you do manage to get it to work in an MP environment, let us know how it was done.
Posted 21 years ago2003-11-15 12:45:06 UTC Post #4821
what u do is make the ambient generic play everywhere. every1 will hear it, but its the best my mind can create.
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