Re: Ambient_generic transition
Posted by satchmo on
Fri Jan 7th 2005 at 8:13pm
satchmo
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I am experimenting with ambient sounds. There is an outdoor area
of the map that I have successfully set up an ambient_generic entity to
loop a wind sound effect. But I want to turn it off once the
player is indoor.
In HL1, the choices are "room types" or "normal" for the
ambient_generic entity. I want to set the sound back to "normal"
(i.e. no wind sound) when the player is indoor, but there is no
"normal" sound effect when I browsed through the sounds. I've
tried filtering for "room", "default", "normal", "nosound", but there
is nothing that fits my need.
I know there must be a way to accomplish this. Do I have to use soundscape instead for this? Thanks for any tips.
Re: Ambient_generic transition
Posted by Orpheus on
Fri Jan 7th 2005 at 8:18pm
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i don't really remember, but was environmental sound made with ambient_generics?
anywho's, environmentals are fickle things, at least in HL1. you needed one to turn it on, then you had to have one to turn it off, or change it to another type of environ.
environs have a range you must set to trigger it.. in other words, how close do you want a player to be before it triggers.
also, environs cannot be allowed to see each other, or they will bork (so i am told)
i dunno if HL2 is even remotely the same, but i am betting it is close.
check the things i mentioned and get back to us.
Re: Ambient_generic transition
Posted by Nickelplate on
Fri Jan 7th 2005 at 8:25pm
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use that one "soundscape" entitiy. i tihnk its and ENV.
Re: Ambient_generic transition
Posted by Leperous on
Fri Jan 7th 2005 at 8:31pm
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You want to try that again in English..? :razz:
HL2 seems to be quite clever with sound effects- many I place can't be heard through walls and so can be considered as "outdoor only" sounds. But yes, make an env_soundscape (look at the soundscapes.txt in the Source content GCF for valid names) and work from there.
Re: Ambient_generic transition
Posted by Leperous on
Sun Jan 9th 2005 at 12:15pm
Posted
2005-01-09 12:15pm
Leperous
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Sorry, I mean the Source Engine GCF- it's in the hl2/scripts directory. You can actually take any of the sentence names from the various soundscapes_*.txt files, e.g. prison.trainstation from the prison soundscapes.
Re: Ambient_generic transition
Posted by Dark|Killer on
Thu Jan 20th 2005 at 2:00pm
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Hey guyz, i know this is an easy question, but i need a suggestion from experts, if i have a map, based on a war in the city, and you want fighting, shooting, and exploding backgrounds in your map, shall i use ambient_generic or env_soundscape, im just confused between them, so i would like an answer from experts in mapping.
Thank you :dorky:
Re: Ambient_generic transition
Posted by Atrocity on
Thu Jan 20th 2005 at 2:08pm
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I used ambient's and linked them to sounds scapes.
Re: Ambient_generic transition
Posted by Dead-Inside on
Sat Mar 5th 2005 at 10:09pm
Posted
2005-03-05 10:09pm
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I'd like to point out that you can easily listen to all sounds if you open up an ambient_generic and when browsing sounds do two things; ?
1. Choose Raw instead of Game Sounds, and
2. Tick auto-play (So you don't have to click each sound).