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 G.Ballblue on Sat Dec 25th 2004 at 6:47am
G.Ballblue
1511 posts
Posted 2004-12-25 6:47am
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
I think what he might be saying is taht you need to use another entity to make it sound as though the sound is coming from the fan. And loop THAT entity.
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
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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
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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.