ambient_generic problem

ambient_generic problem

Re: ambient_generic problem Posted by Gumsy on Tue Nov 1st 2005 at 3:23pm
Gumsy
7 posts
Posted 2005-11-01 3:23pm
Gumsy
member
7 posts 1 snarkmarks Registered: Jan 9th 2005 Occupation: Student Location: UK
Ok, i've finally got my custom .mp3 looping 'almost' perfectly in my map with an ambient_generic entity. The problem i've got now is that you can only hear the song if you're inside it's radius when it begins. If you come into the radius during it, you can't hear anything until my logic_timer tells it to play again, which is every 40 seconds.

Also another thing is that the volume of it depends on where you are in its radius when it starts. Eg. if you are about 10m away from it when it begins, it's pretty quiet, and although it gets louder as u get closer, it still stays quite quiet. Although if you are stood right next to it when it starts, it's really loud, and u can still hear it halfway across the map, way outside of its radius, until it finishes.

It seems like adding something like this should be so simple, yet there's so many problems. All i want is a radio that plays an mp3 file, in a loop, that you can hear as you get near, but hammer makes it so difficult <8-|~
Re: ambient_generic problem Posted by warlord on Tue Nov 1st 2005 at 3:33pm
warlord
166 posts
Posted 2005-11-01 3:33pm
warlord
member
166 posts 247 snarkmarks Registered: Sep 11th 2003 Occupation: ill show ye Location: americas
i am having a similar problem where i have an ambient generic with a pre made sound, but it only plays on the first round (CSS) then it is silent for thje duration of my play time,

alto here is a small suggestion with yours try converting the file to a wave(yes the file size will be much larger but this is only to test the file)
the only problem with steam updating things every week is it doesent give the developers an incentive to playtest thier work, so we do it for them
Re: ambient_generic problem Posted by Gumsy on Tue Nov 1st 2005 at 3:47pm
Gumsy
7 posts
Posted 2005-11-01 3:47pm
Gumsy
member
7 posts 1 snarkmarks Registered: Jan 9th 2005 Occupation: Student Location: UK
I'm presuming your ambient_generic is not set to "start silent". To get around this what I do is make two ambient_generics, one the same as what you have, with "start silent" unchecked, and then another one that's set to "start silent" and a logic_auto entity that has an output of "OnMapSpawn, <second ambient entity name> playsound". That should work for you :smile:

I suppose I could try using a wav, and seeing if it does the same thing, but I wouldn't have thought it would make any differenence. I will try all the same though, ty.