looping

looping

Re: looping Posted by kdhunt2000 on Sat Dec 25th 2004 at 1:27am
kdhunt2000
98 posts
Posted 2004-12-25 1:27am
98 posts 20 snarkmarks Registered: Dec 19th 2004 Location: USA
I made a func_rotating fan ( a pretty awesome one I might add). And I am looking at all the different sounds I cna have for it and I found the best one but its not a looping one. is there a way for me to make it loop?
Re: looping Posted by Nickelplate on Sat Dec 25th 2004 at 5:30am
Nickelplate
2770 posts
Posted 2004-12-25 5:30am
2770 posts 346 snarkmarks Registered: Nov 23rd 2004 Occupation: Prince of Pleasure Location: US
is there a tag in the fan ent that allows you to play the sound>? those auto-loop. If you have an ENV_sound, then, you need to set the flags to make it loop.
Re: looping Posted by kdhunt2000 on Sat Dec 25th 2004 at 5:41am
kdhunt2000
98 posts
Posted 2004-12-25 5:41am
98 posts 20 snarkmarks Registered: Dec 19th 2004 Location: USA
its not an env_sound its a func_rotating
Re: looping Posted by kdhunt2000 on Sat Dec 25th 2004 at 7:11am
kdhunt2000
98 posts
Posted 2004-12-25 7:11am
98 posts 20 snarkmarks Registered: Dec 19th 2004 Location: USA
oh durr, I get it, sorry I am stupid, thx a bunch

edit: I only have a env_soundscape and I cant find a loopthing!?
Re: looping Posted by 7dk2h4md720ih on Sat Dec 25th 2004 at 7:43am
7dk2h4md720ih
1976 posts
Posted 2004-12-25 7:43am
1976 posts 198 snarkmarks Registered: Oct 9th 2001
The entity is ambient_generic. In the 'flags', uncheck 'is not looped'.
Re: looping Posted by Andrei on Sat Dec 25th 2004 at 2:37pm
Andrei
2455 posts
Posted 2004-12-25 2:37pm
Andrei
member
2455 posts 1248 snarkmarks Registered: Sep 15th 2003 Location: Bucharest, Romania
Use an ambient_generic. I think you can either

1) make the ambient_generic loop using 2 multi_managers: the first triggering the sound AND the second manager, and the second targeting the first. Thus, they will keep activating eachother. To start them, you could target any of the 2 managers with a trigger_auto or any other trigger. Don't forget about setting the proper delays.

2) look under "dynamic presets" and make the ambient_generic's sound "pulse" (or slow pulse, depending on the length of the sound). This is good for playing environment sounds like birds or wind.

And set the ambient_generic to start on (don't tick the "start off" flag). If you plan on making the fan stop, then give this generic the same name as your fan.

[edit]

I think the "is not looped" flag is for button activated sounds in SP (in that if you die after activating the sound and load a game, the sound will or will not be reactivated). I think. I'm not much of a SP mapper.
Re: looping Posted by Nanodeath on Sun Dec 26th 2004 at 6:20am
Nanodeath
356 posts
Posted 2004-12-26 6:20am
356 posts 66 snarkmarks Registered: Nov 11th 2004 Occupation: Student - Bioengineering Location: Seattle, WA, USA
Err...multi-managers? If the sound you want doesn't normally loop (not all sounds are capable of looping), you can make a couple outputs that will allow it to loop.

1) OnUser1 - [name of self] - PlaySound - 0.00 delay

2) OnUser1 - [name of self] - FireUser1 - [whatever time delay you want between the start of each sound]

And of course Andrei's comment about Dynamic Presets is good, too.
Re: looping Posted by Fluke on Thu Apr 14th 2005 at 4:53pm
Fluke
18 posts
Posted 2005-04-14 4:53pm
Fluke
member
18 posts 12 snarkmarks Registered: Jan 12th 2005 Occupation: Networking Location: Canada
Bah! ambient_generic is messed up. I have a map that basically the problem has been ambient_generic with triggers. One map load the triggers all work, next map load some don't all have the same sound settings too. I have is not looped unchecked and start asleep unchecked. It's crazy but it seems the ambient_generic entity is a random one at best. In the SDK it says to turn on the environment variable ent_developer or something and it's not even recognized by the game. Frustrating since my map is 99.9% done and it's only stupid area noises not working and holding up my map. If you can imagine the frustration! Things I can tell you in my map.

I have a central area, many doors, a pit and ambient_generic in it with a trigger in each doorway, so assuming a person walks through "a" doorway it should trigger sound!! Beeeep!! negative. Only works "sometimes". I will still keep playing with this, and no I don't want a soundscape, I want just area specific noises and some are close to others.. well, if anyone knows or can help in terms of sounds, I'd appreciate some help before I go to Valve and strangle Gabe! Hehehe!
Re: looping Posted by omegaslayer on Thu Apr 14th 2005 at 5:56pm
omegaslayer
2481 posts
Posted 2005-04-14 5:56pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
ambient_generic inst random or glitch, you just need to use the correltly formated sounds for them, for instance only a certain few "prison anouncers" work on an ambient generic.
Re: looping Posted by PiTiFUL on Mon Apr 18th 2005 at 4:29am
PiTiFUL
39 posts
Posted 2005-04-18 4:29am
PiTiFUL
member
39 posts 34 snarkmarks Registered: Jan 15th 2005 Location: canada
On the loop a unloopable sound question. logic_timer. Name the sound and place a logic_timer. Tell the logic_timer to play the sound every x seconds.