Re: ambient_generic woes
Posted by Crono on
Sat Sep 24th 2005 at 10:35pm
Posted
2005-09-24 10:35pm
Crono
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Well, if you're not going to use the entity again, you could kill it with a trigger. That'll effectively stop it. (You can spawn them too, not sure about the specifics though)
Blame it on Microsoft, God does.
Re: ambient_generic woes
Posted by LAzerMANiac on
Sun Sep 25th 2005 at 5:32pm
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see, the thing is, I DO want it to be re-useable.
Re: ambient_generic woes
Posted by Crono on
Sun Sep 25th 2005 at 8:52pm
Crono
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Besides the fact that you could respawn the entity ... which makes it reusable? :razz:
But, it is a "shoddy" solution ... the more proper solution is harder:
You could just make a logic entity or something as such to manage all sounds in your map.
I can only guess, you have it all set up independently. And doing that will make conflicts. Just like the physics system. If you have a bunch of ropes pulling on one object and they're not controlled by the same restraint system ... it doesn't quite work.
You can try making it a little more complex and structured with a logic entity, and it should work fine. I'm sure there's a way to make it do a "switch" like system. so it has an input (button number) and plays the corresponding sound. But, the point is it's managed and not completely free, like having ten separate sounds which independently triggered. However, I'm curious if you set it to "play once" or something like that, If you did, I believe, it should play one time every time it's triggered.
Now, if I am reading what you said correctly, you said that once they're triggered they don't stop, right? If so, try looking up some stuff on the logic entities (If hl2 still supports a multi-manager, that'd work too)
Blame it on Microsoft, God does.
Re: ambient_generic woes
Posted by gozemem on
Tue Sep 27th 2005 at 4:11pm
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Sep 27th 2005
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I had the same problem. With me it involved a looping sound.
In the ambient_generic properties, on the Flags page, there is an
option "Is NOT Looped". If the sound is looped, untick this option. The
StopSound input should now work.