add your own sound

add your own sound

Re: add your own sound Posted by Demonforce on Mon Aug 22nd 2005 at 9:25pm
Demonforce
7 posts
Posted 2005-08-22 9:25pm
7 posts 31 snarkmarks Registered: Aug 15th 2005 Occupation: ????? Location: Germany/Netherlands
sorry for the last one...i pressed Enter... :sad:

but now back to bussines.....i want to put my own sound into a mak...how?

Demonforce
Re: add your own sound Posted by Crono on Mon Aug 22nd 2005 at 10:16pm
Crono
6628 posts
Posted 2005-08-22 10:16pm
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Why didn't you just edit the post?

You use a abience_generic, or something as such. It's all well documented on some other sites (Valve's WiKi, and hl2world both have entity listings)
Blame it on Microsoft, God does.
Re: add your own sound Posted by Andrei on Tue Aug 23rd 2005 at 6:24pm
Andrei
2455 posts
Posted 2005-08-23 6:24pm
Andrei
member
2455 posts 1248 snarkmarks Registered: Sep 15th 2003 Location: Bucharest, Romania
C:\Program Files\Valve\Steam\SteamApps\aocrisan\half-life 2 deathmatch\hl2mp\sound\YOUr_CUSTOM_SOUNDS_FOLDER

Each mod has a sounds folder. Just create a custom sounds folder in the sound folder and place the desired .wav file(s) in it.
Re: add your own sound Posted by BlisTer on Wed Aug 24th 2005 at 1:55am
BlisTer
801 posts
Posted 2005-08-24 1:55am
BlisTer
member
801 posts 1304 snarkmarks Registered: Jun 10th 2004 Location: Belgium
or .mp3

in your ambient_generic entity, browse to this file. you will need to trigger it with another entity, like a func_trigger, or you can trigger it OnMapSpawn via a logic_auto for instance. if this all sounds like chinese read some tutorials on the sites Crono suggested.

check the flags tabs for other options like looping.. although it's said you better do looping with a logic_timer refire.

On another note, does anybody know what a good delay is for the first fire? cause in server games i encountered the sound being fired before players got ingame and so they didnt hear the first loop, only the second time it fired. All a bit dodgy if you ask me
These words are my diaries screaming out loud
Re: add your own sound Posted by Crono on Wed Aug 24th 2005 at 2:11am
Crono
6628 posts
Posted 2005-08-24 2:11am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
or .mp3

in your ambient_generic entity, browse to this file. you will need to trigger it with another entity, like a func_trigger, or you can trigger it OnMapSpawn via a logic_auto for instance. if this all sounds like chinese read some tutorials on the sites Crono suggested.

check the flags tabs for other options like looping.. although it's said you better do looping with a logic_timer refire.

On another note, does anybody know what a good delay is for the first fire? cause in server games i encountered the sound being fired before players got ingame and so they didnt hear the first loop, only the second time it fired. All a bit dodgy if you ask me
You could always make the loop triggered by touch, instead of spawn with the map. That way you can make a trigger somewhere outside/in/around all major spawn areas to activate the sound ... then, just to make it clean, have the ambient generic kill the trigger, so it's no longer in the world. That'll ensure that players hear it, since it will have to be triggered by them. You can place it in the actual spawn points, it wont be triggered until the person spawns. Kind of the same hack way of giving the player certain weapons.

There are other ways, but why make it more complicated?
Blame it on Microsoft, God does.
Re: add your own sound Posted by BlisTer on Wed Aug 24th 2005 at 12:45pm
BlisTer
801 posts
Posted 2005-08-24 12:45pm
BlisTer
member
801 posts 1304 snarkmarks Registered: Jun 10th 2004 Location: Belgium
You could always make the loop triggered by touch, instead of spawn with the map. That way you can make a trigger somewhere outside/in/around all major spawn areas to activate the sound ... then, just to make it clean, have the ambient generic kill the trigger, so it's no longer in the world. That'll ensure that players hear it, since it will have to be triggered by them. You can place it in the actual spawn points, it wont be triggered until the person spawns. Kind of the same hack way of giving the player certain weapons.

There are other ways, but why make it more complicated?
thats exactly how i tried to do it :wink: but the thing is, only the first player hears the first fired loop. atleast thats what i think, i havent had much feedback on this
These words are my diaries screaming out loud