Re: looping
Posted by kdhunt2000 on
Sat Dec 25th 2004 at 1:27am
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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
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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
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its not an env_sound its a func_rotating
Re: looping
Posted by kdhunt2000 on
Sat Dec 25th 2004 at 7:11am
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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
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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
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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
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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
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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
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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
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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.