UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

Ambient sounds specific to a room?

broken avatar :(
Created 11 years ago
by ProRevenge
0 Members and 1 Guest are viewing this topic.
6,419 views
broken avatar :(
×
broken avatar :(
Location: gbEast Midlands
Date Registered: 7 February 2015
Last active: 5 years ago
Posts
643
Respect
Forum Rank
Zombie Enslaver
Primary Group
Mapper
My Groups
More
My Contact & Social Links
More
Personal Quote
Donations massively appreciated: paypal.me/DanT98
Signature
Stranded
Nacht Der Untoten: Reimagined
Encampment
Encampment V2: BO3 Mod

Mapper and Weapon Porter - I release what I can of my work for the community to enjoy :)
×
ProRevenge's Groups
Mapper Has released one or more maps to the UGX-Mods community.
ProRevenge's Contact & Social LinksProRevenge
This is difficult to explain, but what I am looking for is to have ambient sounds looping specifically in certain rooms of my map, and my knowledge is a script would do this.

I thought about using a Trigger_multiple covering each room, targeting a sound, but that would result in the sounds "cutting off" as you left the room (Exactly what im aiming for is ambient wind howling throughout my map, with darker toned wind for the inside areas and more howl-y wind outside, I have ripped sounds from BO that work)
So the wind sound would need to "fade" into the different wind sounds.

EDIT: I also want a script_struct to play a looping bonfire sound when near it, don't know if this would be possible under the same script/method as this one

Im not sure how easy it will be to do something like this, but if someone could point me in the right direction of scripting this or what triggers / activation mechanism to use for the sounds I would be happy :)
Last Edit: June 18, 2015, 08:17:14 pm by ProRevenge
broken avatar :(
×
broken avatar :(
Location: gbMilton Keynes
Date Registered: 17 January 2014
Last active: 6 years ago
Posts
6,875
Respect
Forum Rank
Immortal
Primary Group
Scripter
My Groups
More
My Contact & Social Links
More
Signature
If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
×
Harry Bo21's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Scripter Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community.
Harry Bo21's Contact & Social LinksHarryBo000[email protected]HarryBo21
just play it on a script or struct in that youve placed in that room

you use the sound alias to set up the distance and make it looping

Youll only hear it when you near it, within the range you set in the alias
Last Edit: June 18, 2015, 08:30:59 pm by Harry Bo21
broken avatar :(
×
broken avatar :(
Location: gbEast Midlands
Date Registered: 7 February 2015
Last active: 5 years ago
Posts
643
Respect
Forum Rank
Zombie Enslaver
Primary Group
Mapper
My Groups
More
My Contact & Social Links
More
Personal Quote
Donations massively appreciated: paypal.me/DanT98
×
ProRevenge's Groups
Mapper Has released one or more maps to the UGX-Mods community.
ProRevenge's Contact & Social LinksProRevenge
How would I play a sound on a script_struct?
broken avatar :(
×
broken avatar :(
Location: gbMilton Keynes
Date Registered: 17 January 2014
Last active: 6 years ago
Posts
6,875
Respect
Forum Rank
Immortal
Primary Group
Scripter
My Groups
More
My Contact & Social Links
More
×
Harry Bo21's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Scripter Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community.
Harry Bo21's Contact & Social LinksHarryBo000[email protected]HarryBo21
Code Snippet
Plaintext
level thread playsoundon( "targetname of struct", "sound you wanna play" ); // under zombiemode::main();

playsoundon( name_of_ent, sound_to_play )
{
    ents = getStructArray( name_of_ent, "targetname" );
    for ( i = 0; i < ents.size; i++ )
    {
        ents[ i ] playloopsound( sound_to_play ); // might be playloopedsound, cant remember
    }
}
Last Edit: July 13, 2015, 09:12:48 pm by Harry Bo21
broken avatar :(
×
broken avatar :(
Location: usCali(fornia)
Date Registered: 21 December 2013
Last active: 6 years ago
Posts
417
Respect
Forum Rank
Perk Hacker
Primary Group
Member
My Contact & Social Links
More
Signature
The sound of God is the screech of tires, lights and magnets, bolts and wires. Strayed from the road, this very one, still to come. The sound of tires is the sound of God, the electric version.
×
mrpeanut188's Groups
mrpeanut188's Contact & Social Linksmrpeanut188mrpeanut1881337p34nut
World at War already has a built in ambience system, use your map's _amb file.

Here's some more info on the subject.

In a nutshell:
You make trigger_multiples in Radiant. You then create "packages", which are just all the different sounds that can play there (Random with chosen frequency or looping) and the effects, then link them to the trigger_multiples. Everything is explained in the link.
Last Edit: July 13, 2015, 08:11:28 pm by mrpeanut188
broken avatar :(
×
broken avatar :(
Location: us
Date Registered: 14 September 2013
Last active: 6 years ago
Posts
1,895
Respect
Forum Rank
Zombie Destroyer
Primary Group
Scripter
My Groups
More
My Contact & Social Links
More
Personal Quote
BE ORIGINAL
Signature
×
MakeCents's Groups
Mapper Has released one or more maps to the UGX-Mods community.
Scripter Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community.
BO3 Modtools Alpha
BO3 Modtools Alpha
This user has access to the Black Ops 3 Modtools Alpha
How would I play a sound on a script_struct?
Code Snippet
Plaintext
level thread playsoundon( "targetname of struct", "sound you wanna play" ); // under zombiemode::main();

playsoundon( name_of_ent, sound_to_play )
{
    ents = getEntArray( name_of_ent, "targetname" );
    for ( i = 0; i < ents.size; i++ )
    {
        ents[ i ] playloopsound( sound_to_play ); // might be playloopedsound, cant remember
    }
}

Only to prevent confusion for others, GetEntArray is on an ent, so an origin not a struct. If you use structs you would have to use playsoundatposition(sound,origin) and of course GetStructArray(name, "targetname");

But me personally, I'm gonna try what peanut posted.
Last Edit: July 13, 2015, 01:14:01 pm by MakeCents
broken avatar :(
×
broken avatar :(
[UGX] Documentation Writer & Programmer
Location: usLos Angeles, CA
Date Registered: 23 August 2013
Last active: 3 years ago
Posts
1,322
Respect
Forum Rank
Zombie Colossus
Primary Group
UGX Team Member
My Groups
More
My Contact & Social Links
More
Personal Quote
(ง º ω º )ง u wont sum m8y?
Signature
Do not take life too seriously. You will never get out of it alive.
×
DidUknowiPwn's Groups
UGX Team Member
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Scripter Elite Has shown excellence and experience in the area of custom scripting in the UGX-Mods community.
BO3 Modtools Alpha
BO3 Modtools Alpha
This user has access to the Black Ops 3 Modtools Alpha
broken avatar :(
×
broken avatar :(
Location: gbMilton Keynes
Date Registered: 17 January 2014
Last active: 6 years ago
Posts
6,875
Respect
Forum Rank
Immortal
Primary Group
Scripter
My Groups
More
My Contact & Social Links
More
×
Harry Bo21's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Scripter Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community.
Harry Bo21's Contact & Social LinksHarryBo000[email protected]HarryBo21
Only to prevent confusion for others, GetEntArray is on an ent, so an origin not a struct. If you use structs you would have to use playsoundatposition(sound,origin) and of course GetStructArray(name, "targetname");

But me personally, I'm gonna try what peanut posted.
lol whoops, explains why it didnt work at first lol

Yeah proper environmental would be better, just threw that up as a "easy alternative" as he was having trouble ;)
broken avatar :(
×
broken avatar :(
Location: gbEast Midlands
Date Registered: 7 February 2015
Last active: 5 years ago
Posts
643
Respect
Forum Rank
Zombie Enslaver
Primary Group
Mapper
My Groups
More
My Contact & Social Links
More
Personal Quote
Donations massively appreciated: paypal.me/DanT98
×
ProRevenge's Groups
Mapper Has released one or more maps to the UGX-Mods community.
ProRevenge's Contact & Social LinksProRevenge
Obviously this topic is outdated as I have released the map now, I went with one wind sound for whole map just on a struct as 2D sound
BUT
This topic I will keep as my next map I plan to use environmental sound extensively, so all this info will prove useful to me :)   As well as helping anyone else who might have similar issues
broken avatar :(
×
broken avatar :(
Location: gbMilton Keynes
Date Registered: 17 January 2014
Last active: 6 years ago
Posts
6,875
Respect
Forum Rank
Immortal
Primary Group
Scripter
My Groups
More
My Contact & Social Links
More
×
Harry Bo21's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Scripter Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community.
Harry Bo21's Contact & Social LinksHarryBo000[email protected]HarryBo21
If the sound is 2d, does that not mean "everyone" will hear it? Regardless of where they are
broken avatar :(
×
broken avatar :(
Location: fi
Date Registered: 25 June 2013
Last active: 2 years ago
Posts
3,997
Respect
Forum Rank
Eviscerator
Primary Group
UGX V.I.P.
My Groups
More
My Contact & Social Links
More
×
HitmanVere's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
UGX V.I.P.
UGX V.I.P.
Mapper Has released one or more maps to the UGX-Mods community.
BO3 Modtools Alpha
BO3 Modtools Alpha
This user has access to the Black Ops 3 Modtools Alpha
If the sound is 2d, does that not mean "everyone" will hear it? Regardless of where they are

Yes
broken avatar :(
×
broken avatar :(
Location: gbMilton Keynes
Date Registered: 17 January 2014
Last active: 6 years ago
Posts
6,875
Respect
Forum Rank
Immortal
Primary Group
Scripter
My Groups
More
My Contact & Social Links
More
×
Harry Bo21's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Scripter Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community.
Harry Bo21's Contact & Social LinksHarryBo000[email protected]HarryBo21
lol well it works fine on solo then lol

however on Co-op it serves a completely different purpose lol, more like proximity triggered worldwide sounds lol  :D
broken avatar :(
×
broken avatar :(
Location: gbEast Midlands
Date Registered: 7 February 2015
Last active: 5 years ago
Posts
643
Respect
Forum Rank
Zombie Enslaver
Primary Group
Mapper
My Groups
More
My Contact & Social Links
More
Personal Quote
Donations massively appreciated: paypal.me/DanT98
×
ProRevenge's Groups
Mapper Has released one or more maps to the UGX-Mods community.
ProRevenge's Contact & Social LinksProRevenge
Well as I used it for my map, 2D is perfect, for the wind to just be in the background for all players, but yeah proper 3D sounds and the environmental audio system will obviously get the job done for area specific sounds
broken avatar :(
×
broken avatar :(
Location: gbMilton Keynes
Date Registered: 17 January 2014
Last active: 6 years ago
Posts
6,875
Respect
Forum Rank
Immortal
Primary Group
Scripter
My Groups
More
My Contact & Social Links
More
×
Harry Bo21's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Scripter Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community.
Harry Bo21's Contact & Social LinksHarryBo000[email protected]HarryBo21
Its not perfect bro, having a location for them is completely irrelevent, i thought you wanted this for "certain areas only?"

you could just add "play looped sound" on boot up, no need for the structs and stuff as the sound will be heard by everyone, from anywhere anyway

 
Loading ...