Another Custom Music Problem
Quote from Gemarakup on October 1, 2013, 8:24 amSo, I couldn't find a proper answer in the dosens of threads that already exist.
What I have is custom music that starts at the beginning of a map even though it's not triggered yet and it doesn't have the flag ticked. It also stops completely when I come out of a funnel. I have another map that the music is triggered but doesn't start at all.
So, I couldn't find a proper answer in the dosens of threads that already exist.
What I have is custom music that starts at the beginning of a map even though it's not triggered yet and it doesn't have the flag ticked. It also stops completely when I come out of a funnel. I have another map that the music is triggered but doesn't start at all.
Quote from josepezdj on October 1, 2013, 8:39 amI'll assume that you are referring to an ambient_generic... For the music that starts without triggers, maybe the music is not coming from an ambient_generic as you think it does, have you checked if maybe you also used that same sound for any other entity like a func_door or func_movelinear or else?
yishbarr wrote:What I have is custom music that starts at the beginning of a map even though it's not triggered yet and it doesn't have the flag tickedWhat flag is not ticked? You should indeed tick "Start Silent" so it doesn't start automatically.... again, if you have an ambient_generic
yishbarr wrote:It also stops completely when I come out of a funnel.This is normal... Greykarel found out that if you place your custom music file under your sound/vo/ folder, it doesn't stop after you've entered a funnel
If you can't manage to find the causes for your issues, try turning developer mode to 2 in order to check out what I/O are taking place when you load your map and which ones are not. This console command:
developer 2
I'll assume that you are referring to an ambient_generic... For the music that starts without triggers, maybe the music is not coming from an ambient_generic as you think it does, have you checked if maybe you also used that same sound for any other entity like a func_door or func_movelinear or else?
What flag is not ticked? You should indeed tick "Start Silent" so it doesn't start automatically.... again, if you have an ambient_generic
This is normal... Greykarel found out that if you place your custom music file under your sound/vo/ folder, it doesn't stop after you've entered a funnel
If you can't manage to find the causes for your issues, try turning developer mode to 2 in order to check out what I/O are taking place when you load your map and which ones are not. This console command:
developer 2
Quote from Gemarakup on October 1, 2013, 8:43 amIt is coming from an ambient_generic. Sorry, I meant it was ticked. I'll try Greykarels method.
It is coming from an ambient_generic. Sorry, I meant it was ticked. I'll try Greykarels method.
Quote from Gemarakup on October 1, 2013, 10:03 amI tried playing the map with the sound that didn't play, and it sent the output, but the music didn't play. Does it have to do with a soundscape? Should I send my VMF?
I tried playing the map with the sound that didn't play, and it sent the output, but the music didn't play. Does it have to do with a soundscape? Should I send my VMF?
Quote from josepezdj on October 2, 2013, 4:29 amYes, post the VMF.
But did you take a look to the I/O console messages when turning developer mode to 2? this is very useful, you can check EVERY internal input/output and see what is triggering the sounds or where exactly your I/O chain is failing (being interrupted) for those that aren't being triggered.
Yes, post the VMF.
But did you take a look to the I/O console messages when turning developer mode to 2? this is very useful, you can check EVERY internal input/output and see what is triggering the sounds or where exactly your I/O chain is failing (being interrupted) for those that aren't being triggered.
Quote from Tmast98 on October 2, 2013, 1:08 pmyishbarr wrote:it also stops completely when I come out of a funnel. I have another map that the music is triggered but doesn't start at all.I have this problem with one of my maps as well, I solved it by having a logic_timer trigger itself, and the ambient_generic's volume to 10 every 3 seconds, so the music starts as soon as you leave the funnel .
I have this problem with one of my maps as well, I solved it by having a logic_timer trigger itself, and the ambient_generic's volume to 10 every 3 seconds, so the music starts as soon as you leave the funnel .
Quote from Gemarakup on October 2, 2013, 2:36 pmTmast98 wrote:yishbarr wrote:it also stops completely when I come out of a funnel. I have another map that the music is triggered but doesn't start at all.I have this problem with one of my maps as well, I solved it by having a logic_timer trigger itself, and the ambient_generic's volume to 10 every 3 seconds, so the music starts as soon as you leave the funnel .
Yes, I tried that, but the music starts over.
I have this problem with one of my maps as well, I solved it by having a logic_timer trigger itself, and the ambient_generic's volume to 10 every 3 seconds, so the music starts as soon as you leave the funnel .
Yes, I tried that, but the music starts over.
Quote from josepezdj on October 2, 2013, 3:39 pmOk Yishbarr, I took a look to it (which was very annoying since I had to substitute a lot of custom instances and get a lot of materials to be able to compile it >.<).
I don't understand your issue: your custom music (vo/bpmusic/simply think.mp3) is triggered by a trigger_multiple (which btw should be a trigger_once ) that there's at the 2nd door entry, and the music plays fine. If you erase that output, the music won't play... that's all.
What was the other issue? that sound that you couldn't play?
Ok Yishbarr, I took a look to it (which was very annoying since I had to substitute a lot of custom instances and get a lot of materials to be able to compile it >.<).
I don't understand your issue: your custom music (vo/bpmusic/simply think.mp3) is triggered by a trigger_multiple (which btw should be a trigger_once ) that there's at the 2nd door entry, and the music plays fine. If you erase that output, the music won't play... that's all.
What was the other issue? that sound that you couldn't play?
Quote from Gemarakup on October 3, 2013, 12:32 amYou installed the textures? I thought you (or me) could have just replaced them... I thought I put there a trigger once. I guess I'll just try again compiling. It's strange that for me it didn't work. Well I haven't tested the funnel that stops music map yet, so I'll put the results here later.
You installed the textures? I thought you (or me) could have just replaced them... I thought I put there a trigger once. I guess I'll just try again compiling. It's strange that for me it didn't work. Well I haven't tested the funnel that stops music map yet, so I'll put the results here later.