Re: Ambient_generic issues
Posted by ReNo on
Tue Dec 14th 2004 at 4:49am
ReNo
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I have 4 ambient_generic entities in my map that share the same name.
Two of these entities start on, while the other two start off. I
trigger this name whenever a certain prop_door_rotating opens or
closes, but that is of little importance just now. The two
ambient_generics that have properties dictating they start on, aren't
playing when I load up my map in HL2. If I then use the trigger, the
two that start off get toggled to on, but the two that are meant
to start ON remain OFF. If I then use the trigger again, the two that
begin as being set on, finally spring into action and play properly.
While this is a somewhat complex example, I've also had problems with
standalone, unnamed ambient_generics not playing even when their
properties claim they ought to.
It seems therefore that it isn't the properties of the entities that
are being screwed up, but the map simply isn't loading in the sound
effects that are meant to be in at the start. Obviously the logical
work around would be to simply use a logic_auto or whatever to
automatically trigger the sounds a couple of times at the beginning to
get them up and running as they are meant to, but this brings in other
questions. First of all, the options of the logic_auto aren't all that
obvious - does "OnMapSpawn" mean when the server loads the map, or when
the client loads it? If the prior, then will it mean that it applies
the "fix" to all clients that join afterwards? If the latter, then will
it effect all other clients currently in the game (and therefore cause
a sudden switch between the sounds when it shouldn't have one)? As you
can see, it potentiall raises more problems than it solves!
In short, what I'm asking is, does anybody else have this issue, and if
so, have you thought of a more suitable fix for it than the one I
suggest above?
Re: Ambient_generic issues
Posted by Leperous on
Tue Dec 14th 2004 at 5:50pm
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The logic_auto Outputs are explained in the entity help- I think that OnMapSpawn is run when the server loads it and is what you want.
I've not had this sound issue though- sounds like a bug to me!- and I take that if you copy the sounds that aren't working and remove their names (i.e. so they're just standard always playing sound effects) they work fine?
Re: Ambient_generic issues
Posted by DocRock on
Tue Dec 14th 2004 at 5:58pm
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Just a thought: make a new small map and try to use the ambient's like you are now. If they work in the small map, copy and paste em into your larger map.
Re: Ambient_generic issues
Posted by Nanodeath on
Tue Dec 14th 2004 at 7:10pm
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Worked fine for me...I presume you have Start Silent unchecked, Is NOT Looped unchecked, and you are using a sound with "loop" in the name? I don't know if other files will loop or not, but I remember reading you or someone else on the site saying that looping files require special extra data embedded in them, heh.
Re: Ambient_generic issues
Posted by Devious on
Tue Jan 4th 2005 at 10:01pm
Posted
2005-01-04 10:01pm
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Reno , did you figure this problem out ?
I have a similar problem with a lot of my sounds even on lifts which are func_movelinear and sounds triggered when you touch trigger_multiple's
When I test my map and it sets up a listenserver I hear the sounds properly for mabey until one death then they stop . People who join my listen server say the same thing happens. If I start a dedicated server up they dont play at all.
I have read about others with the same problem and they are balming on the last hldm update ?
hmmm
Re: Ambient_generic issues
Posted by sir_hilton on
Thu Jan 20th 2005 at 6:50am
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this is something i too, would like to find an answer for
i have some ambient_generics that will not play after the first round is over
Re: Ambient_generic issues
Posted by Atrocity on
Thu Jan 20th 2005 at 12:59pm
Posted
2005-01-20 12:59pm
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I could be wrong, but I linked my sounds with env_soundscapes and it seemed to work.
Re: Ambient_generic issues
Posted by satchmo on
Thu Jan 20th 2005 at 5:16pm
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It seems to be a common issue with ambient_generic. I would use env_soundscapes instead.
Re: Ambient_generic issues
Posted by Atrocity on
Thu Jan 20th 2005 at 5:36pm
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Yeah cause, sound just plays everywere with out any distance it sucks. =(
Re: Ambient_generic issues
Posted by Fluke on
Thu Apr 14th 2005 at 6:31pm
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Yes, ambient generic is messed up. If you want them to work, use delay. Make sure "start_silent" is on, toggling this for "me" has ensured the sounds work after compile. As well, make sure the sound has 'loop' included in the file name. Make sure sound and start sound is the same. The tutorials out there, I think I have tried nearly all of them to get my ambient_generics to work.. I finally got it working with trigger_multiple delays and minimal trigger entities. I have read and heard that env.soundscape is not really something you use yet, I am supposedly proven wrong because of Valve SDK Lockdown map. I say use that map as a basis, but for sound, experiment as frustrating as it is.
Problems I had with triggers was that people would walk through them and they wouldn't play the sound.
P.S. Make sure fire once is off too in properties.
Cheers
Fluke
Re: Ambient_generic issues
Posted by PiTiFUL on
Mon Apr 18th 2005 at 4:14am
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Hmm I had not thought about that Reno. I too am using logic_auto "onmapspawn" to get my ambient generics to work correctly. But my issue was they would not play after the first round so I did the fix to compensate. One issue I have noticed is that if I play alone the sounds do not work until I die once. But if a game starts ie more then 1 player everything seems to work fine.
Re: Ambient_generic issues
Posted by Leperous on
Sun Apr 24th 2005 at 4:27pm
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Making a custom soundscapes_manifest.txt for your map isn't really very helpful- what happens when other people make one, and overwrite your file? (same problem we used to have with materials.txt) Unless it's possible to place one inside your BSP file...?
Re: Ambient_generic issues
Posted by ReNo on
Sun Apr 24th 2005 at 4:41pm
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You could mention in the map installation instructions that you have to
copy and paste a line or two into your soundscapes_manifest.txt, but it
is quite a hassle and most people wouldn't bother.