Hi , can anyone help please .I have placed this in my gsc and use a trigger radius in radiant but the sound doesn't spread far enough from the center of the object making sound even when the radius is wider ,its a 3d sound.
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cliff(){ while(1){ cliff = getent("cliff_trig", "targetname"); cliff waittill("trigger"); cliff playsound("gen"); wait(5); //I don't want the note to play for another 5 seconds }
Hi , can anyone help please .I have placed this in my gsc and use a trigger radius in radiant but the sound doesn't spread far enough from the center of the object making sound even when the radius is wider ,its a 3d sound.
Code Snippet
Plaintext
cliff(){ while(1){ cliff = getent("cliff_trig", "targetname"); cliff waittill("trigger"); cliff playsound("gen"); wait(5); //I don't want the note to play for another 5 seconds }
}
3d sounds just play from the object, and the level is controlled in the soundalias csv, but usually set to 1 already. What you can do instead is play it to the player, or make it a 2d sound if you want everyone to hear it. If you want it to just play from the sound but play louder, I think that has to be done in the sound itself, tzp helped me with louder sounds, hit him up for that. To play to the player that triggered it:
Code Snippet
Plaintext
cliff(){ cliff = getent("cliff_trig", "targetname"); while(1){ cliff waittill("trigger", player); player playlocalsound("gen"); wait(5); //I don't want the note to play for another 5 seconds }
}
Last Edit: August 21, 2016, 04:27:29 am by MakeCents
cliff(){ cliff = getent("cliff_trig", "targetname"); while(1){ cliff waittill("trigger", player); player playlocalsound("gen"); wait(5); //I don't want the note to play for another 5 seconds }
Hi makecents, thanks for the reply.How would I make it play to the player instead.
ok this is better, but the sound stays on . I just want the sound to loop when they are close to it but don't have to be to close ,then stop looping when they leave .
ok this is better, but the sound stays on . I just want the sound to loop when they are close to it but don't have to be to close ,then stop looping when they leave .
That's different. It sound like you want to play sounds in areas, which I know you've seen and done the tut for that, cause you had that working in orbit. Or you just want to play the sound from something, in that case you would just do it how you did it originally, you just need to make the sound louder.
ok thanks, I thought that was the result. I did make a ambient package but when I leave the room the sound keeps playing i.e room with computer sounds but then I leave to go outside and still get the sounds which wouldn't be right, I think the only way to stop them is by having a overall ambient sound which covers the map and when you step into a room and into a room ambient package trigger it overrides the main ambient .Thanks anyway