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
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
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.
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
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
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
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
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