mixing ambients(sounds)

mixing ambients(sounds)

Re: mixing ambients(sounds) Posted by Dark|Killer on Thu Dec 23rd 2004 at 3:29pm
Dark|Killer
758 posts
Posted 2004-12-23 3:29pm
758 posts 225 snarkmarks Registered: Dec 22nd 2004 Occupation: Student Location: Dubai (Middle East)
Hey, i figured out how to do the breaking thing...but now i want to add a sound to it when it breaks...ex: i want to add an explosion sound when the floor breaks down..and i want the place to shake too....any 1 got any clue how to do that???

And if i want to add a Shake movement while these are happening...can any 1 do that ??!?!?!?! :confused:
Re: mixing ambients(sounds) Posted by Orpheus on Thu Dec 23rd 2004 at 3:45pm
Orpheus
13860 posts
Posted 2004-12-23 3:45pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
you are mixing questions.

everything you ask used to be possible in HL1, i see no reason why it cannot now.

sadly, it used to involve Multi-Managers, a task i am sorely inadequate to assist at. :sad:

pick a question and ask it, then post a second thread for any others.
Re: mixing ambients(sounds) Posted by Dark|Killer on Thu Dec 23rd 2004 at 4:05pm
Dark|Killer
758 posts
Posted 2004-12-23 4:05pm
758 posts 225 snarkmarks Registered: Dec 22nd 2004 Occupation: Student Location: Dubai (Middle East)
Are u telling me that u cant do that???...
Re: mixing ambients(sounds) Posted by Orpheus on Thu Dec 23rd 2004 at 4:09pm
Orpheus
13860 posts
Posted 2004-12-23 4:09pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
<DIV class=quote>
<DIV class=quotetitle>? quoting Dark|Killer</DIV>
<DIV class=quotetext>Are u telling me that u cant do that???...</DIV></DIV>

draws circles on floor with big toe
exactly.
Re: mixing ambients(sounds) Posted by Dark|Killer on Thu Dec 23rd 2004 at 4:25pm
Dark|Killer
758 posts
Posted 2004-12-23 4:25pm
758 posts 225 snarkmarks Registered: Dec 22nd 2004 Occupation: Student Location: Dubai (Middle East)
DAMN IT !!!! :cry:

thx for ur help anyway dude! :cry:
Re: mixing ambients(sounds) Posted by Rof on Thu Dec 23rd 2004 at 4:39pm
Rof
210 posts
Posted 2004-12-23 4:39pm
Rof
member
210 posts 41 snarkmarks Registered: Dec 3rd 2004
Func_breakables (and func_breakable_surfs) have an "OnBreak" output that fires when they are broken.

I'll do the shake effect as an example. Make an env_shake at the
breakable's location, name it "BIGSHAKE". Set the env_shake's
amplitude, duration, etc., as you want it.

Now on the func_breakable's output tab, add an output: OnBreak, target: BIGSHAKE, via input: StartShake.

You can add more outputs to target other things, e.g. for the sound
you'd probably want an ambient_generic, for the explosion an
env_explosion. You can trigger them all from the func_breakable's
output tab.
Re: mixing ambients(sounds) Posted by Dark|Killer on Thu Dec 23rd 2004 at 6:56pm
Dark|Killer
758 posts
Posted 2004-12-23 6:56pm
758 posts 225 snarkmarks Registered: Dec 22nd 2004 Occupation: Student Location: Dubai (Middle East)
jeee...thx man ill try it...ill reply here when it works...
Re: mixing ambients(sounds) Posted by Nanodeath on Thu Dec 23rd 2004 at 10:07pm
Nanodeath
356 posts
Posted 2004-12-23 10:07pm
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
Orph was saying you can't ask a 14 questions in one thread, not that it wasn't possible. I know it's possible, and I think Rof's solution is correct.