Custom Sounds Created 18 years ago2005-07-16 15:13:46 UTC by helious helious

Created 18 years ago2005-07-16 15:13:46 UTC by helious helious

Posted 18 years ago2005-07-16 15:13:46 UTC Post #121289
Hi.. I want to add one of my own wav files to a trigger in Hammer.. but when i look at the sound list in my entity properties, i can oly see some default sounds from half life.. How do i add my own?
Posted 18 years ago2005-07-16 15:43:59 UTC Post #121301
Posted 18 years ago2005-07-17 15:53:10 UTC Post #121639
That didnt help me a lot.. I know where to place sounds and i what format.. but HOW do i get my own sounds in hammer to use with objects?????
Posted 18 years ago2005-07-17 16:09:03 UTC Post #121641
Place your custom wav in a folder like half-life/valve/sound/ambience
Lets say your custom wav file is called screetch.wav.

In Hammer, use an ambient_generic to use your sound. Add this in its WAV path: ambience/screetch.wav

You can also place the wav in half-life/valve/sound

Then you would add this in the WAV path: screetch.wav. Just the filename. As long as you place your custom wav in de half-life/valve/sound direcory, or in any of the subfolder in that.
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2005-07-17 16:18:47 UTC Post #121646
Thankyou very much.. Just testing it out..
I would also like to playwith music for my map.. Is there a way to get a music track started once you enter a certain area?
Posted 18 years ago2005-07-17 16:22:28 UTC Post #121648
or a sound file
Posted 18 years ago2005-07-17 17:10:49 UTC Post #121668
You need to look up about triggering, not sounds. Look in the Entity Guide for things starting trigger_, or, for timed stuff, use a multisource (see the Ent. Guide and tutorials).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-07-17 17:33:10 UTC Post #121682
That didnt help?me very much.,.. I cant find any trigger that has anything to do with sound.. Or Music... i cant find any tutorial on it either..
Posted 18 years ago2005-07-17 17:36:48 UTC Post #121685
No, you don't want anything to do with sound for the triggering bit.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-07-17 18:55:42 UTC Post #121697
You use the "trigger" to trigger when the music will start playing, :example: a person walks into a room, you have the music trigger in the room, so when that person enters that room they will hear the music because they have triggered it to come on....i hope this helps explain it, i would get more into details but ive never done it yet, and i hope i AM right...
Posted 18 years ago2005-07-18 06:15:16 UTC Post #121780
You can make a sound play when a player enters a certain area, by using a trigger_once entity (this is a brush entity... you basically make a block textured with aaatrigger, and hit the "To Entity" button, then select "trigger_once" from the dropdown menu). Give the ambient_generic that has your sound a name in the "Name" field. Type the same name into the trigger_once's "Target" field. Make sure the ambient_generic has it's "start silent" flag checked... If you want music to play, check the "play everywhere" flag as well. Now, when the player walks through the trigger_once, the sound will play.
Posted 18 years ago2005-07-21 05:42:43 UTC Post #122432
you need 1 triiger_once and 1 ambient_generic 1 multi_manager to make it work simple really
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