Custom looping sound on func_movelinear wont stop

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tile
380 Posts
Posted Apr 05, 2014
Alright, so, i have a custom looping sound file with loop points, and i have a func_movelinear that uses the sound for the "sound to play when the brush starts moving". for some reason, the sound doesnt stop looping even after the brush is not only done moving, but is killed via the kill input. i checked twice, and the loop points in the file don't appear to be the issue. dos anybody have a fix or a work-around? thanks!
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Arachnaphob
412 Posts
Posted Apr 05, 2014
Replied 22 minutes later
You could use an ambient_generic with the same sound, and have it start playing with a volume of 0 when the map loads. From there, I would set up inputs to change its volume to 10 when it starts and 0 when it stops. Finally, you'd want to set the source entity to the func_movelinear.
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tile
380 Posts
Posted Apr 05, 2014
Replied 1 hour later

Arachnaphob wrote:
You could use an ambient_generic with the same sound, and have it start playing with a volume of 0 when the map loads. From there, I would set up inputs to change its volume to 10 when it starts and 0 when it stops. Finally, you'd want to set the source entity to the func_movelinear.

thanks, but im not sure that it would work too well... i forgot to mention that the file's loop is in the middle of the file, so it ramps up and then loops. also, it's coming from multiple movelinears that open at different times close together in sequence.

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Arachnaphob
412 Posts
Posted Apr 05, 2014
Replied 1 hour later
The loop timing shouldn't be a problem, and you could use multiple ambient_generics.
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tile
380 Posts
Posted Apr 06, 2014
Replied 10 hours later
ok, thanks. i'll try that.
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FelixGriffin
2,680 Posts
Posted Apr 06, 2014
Replied 1 hour later
Just use an ambient_generic with PlaySound and StopSound, it respects the loop points.