Sound Emitting Volume -1 reply

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The One and Only

I R Scary Eyeball

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29th January 2004

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#1 10 years ago

Is there are a way of having a volume emit a sound effect, rather than using target_speakers or global sounds? I want to have a couple of ambient sounds play in two fairly large areas and I'm not quite sure how to do it.




Jonny2199

Click >HERE< to find an idiot.

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18th September 2005

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#2 10 years ago

If you didn't want to add music, you could have different "music" (in your case, sound) tracks depending on the location... but you'd want music, wouldn't you... dammit, I was so nearly helpful...




The One and Only

I R Scary Eyeball

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29th January 2004

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#3 10 years ago

Yeah, also I wouldn't be able to get any transition between the two as one fades out and the other fades in.




Szico VII

We want FF7-2/remake!

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15th September 2003

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#4 10 years ago

Not other than using multiple speakers, cause the 'radius' key doesn't work :P




~*Seto*~

Trapped in the interchet

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20th October 2007

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#5 10 years ago

If I understand you right... you should just be able to create a large trigger with a soundset... :lookaround:




Szico VII

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15th September 2003

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#6 10 years ago

That only works in SP I believe. In MP the sound just originates from the centre of the trigger and has a similar volume range to a speaker. Plus, you can't really use custom soundsets without risking screwing up other maps.




~*Seto*~

Trapped in the interchet

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20th October 2007

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#7 10 years ago

I've never noticed the volume gradient from a trigger with soundset before, only from point entities like fx_runners... of course, I've never actively tried to find that, but as far as I remember, loading SP maps with soundset triggers in MP produced perfectly usable results.

And what's the problem with custom soundsets? Sound stuff isn't my specialty... is there a limit on the soundset count or something?




Szico VII

We want FF7-2/remake!

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15th September 2003

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#8 10 years ago

The problem is, you can't over-write the default soundset.txt file or whatever it is without screwing up other maps which use the default soundsets, or custom soundsets. In SP, this is fine, as you can load it as a MOD, but in MP it aint.




~*Seto*~

Trapped in the interchet

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20th October 2007

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#9 10 years ago

Couldn't you just overwrite the default soundset file with one containing all the default soundsets + your new ones?




Szico VII

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#10 10 years ago

Yes you could but that would screw up any other map with a custom soundset, such as SP mods. As courtesy to every other mapper, we don't use em in MP cause they mean nobody else can use one without theirs getting over-written.




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