ambient_generic issues

ambient_generic issues

Re: ambient_generic issues Posted by Bl1tz on Mon Apr 18th 2005 at 3:27am
Bl1tz
35 posts
Posted 2005-04-18 3:27am
Bl1tz
member
35 posts 14 snarkmarks Registered: Jan 23rd 2005 Occupation: Slacker
Hello.

In my HL2MP map I want to get the effect of water dripping, so I loaded
up an ambient_generic with "ambient/water/rain_drip1.wav" and set the
volume to "10."

In the flags, everything is UNCHECKED. (i.e. Sound is NOT looped, Start Off)

And yet, I can't get the damn thing to play. I have two other
ambient_generic working perfectly in the map with the exact same
settings (ambient/machines/wall_loop1.wav AND
ambient/atmosphere/laundry_amb.wav)

Thank you in advance for any help you can provide in solving this issue.
Re: ambient_generic issues Posted by PiTiFUL on Mon Apr 18th 2005 at 3:52am
PiTiFUL
39 posts
Posted 2005-04-18 3:52am
PiTiFUL
member
39 posts 34 snarkmarks Registered: Jan 15th 2005 Location: canada
You said it yourself, sound is not looped, so game starts it goes drip and thats all she wrote. What you want to do is put a logic_timer in there and tell it to play the drip every few seconds.

Meh I read the sound is not looped incorrectly. The sound you have selected is not loopable so it plays once and dies. Just add the logic_timer...
Re: ambient_generic issues Posted by Bl1tz on Mon Apr 18th 2005 at 3:55am
Bl1tz
35 posts
Posted 2005-04-18 3:55am
Bl1tz
member
35 posts 14 snarkmarks Registered: Jan 23rd 2005 Occupation: Slacker
No I said that the flag for "Sound is NOT looped" was unchecked. Meaning it should loop.

edit: OK thanks. I'll check back if the timer doesn't work.
Re: ambient_generic issues Posted by omegaslayer on Mon Apr 18th 2005 at 4:11am
omegaslayer
2481 posts
Posted 2005-04-18 4:11am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
It may be that the sound isn't formatted (maybe this is the wrong word
to use) to be used by an ambient generic. Yes I know in theory that
every sound should work, but I can recall a few that don't work (like a
few prison anouncers)
Re: ambient_generic issues Posted by PiTiFUL on Mon Apr 18th 2005 at 4:23am
PiTiFUL
39 posts
Posted 2005-04-18 4:23am
PiTiFUL
member
39 posts 34 snarkmarks Registered: Jan 15th 2005 Location: canada
I have not had any problems with sounds not playing via ambient_generic. There are lots that do not loop, but I just slap a timer on them if I want them to repeat. I find if it works in hammer it works ingame. I have done the drip sound on a timer on two maps, I used the ambient/canal/drip4 though.
Re: ambient_generic issues Posted by Bl1tz on Mon Apr 18th 2005 at 4:58am
Bl1tz
35 posts
Posted 2005-04-18 4:58am
Bl1tz
member
35 posts 14 snarkmarks Registered: Jan 23rd 2005 Occupation: Slacker
Actually, I think an env_soundscape might actually work out better...but there a couple of things I don't understand about them

First of all, I read Reno's question about them from December, and I
would have asked this question in that thread, but you can't reply to
threads that old.

Secondly, from what I understand in that thread, if you want to make
your own soundscape*.txt (which I do) you need to put it in ...\half-life 2
deathmatch\hl2mp\scripts and then reference that script in the soundscape_manifest.txt. Easy enough...

But what I don't understand is when you actually want to use the
env_soundscape in your map, how does it know which soundscapes*.txt
file to look in for the sound you've referenced.

Say for example on an env_soundscape key 'soundscape' with the value
'Blitz_rain', how does it know to reference (let's call it)
soundscape_blitz.txt for that 'Blitz_rain' soundscape?

Re: ambient_generic issues Posted by PiTiFUL on Mon Apr 18th 2005 at 7:58pm
PiTiFUL
39 posts
Posted 2005-04-18 7:58pm
PiTiFUL
member
39 posts 34 snarkmarks Registered: Jan 15th 2005 Location: canada
Sorry blitz my knowledge of soundscapes goes as far as using the ones already there. I have no clue how to make new ones, so I just litter an entire level with ambient_generics. I like the A_Gs because they are all localized to areas I want them, drip from a faucet, apc engine idle. You can do some real fancy stuff with them too using triggers, timers buttons ect.