Sound looping whoes [Fixed]
Quote from Mr.Smith on April 4, 2008, 3:25 pmHi all,
First post... but long time lurker. I have to say I love the wiki and the forums. They have helped me out quite a bit.
That said, I've got a few questions about the Moving Platform tutorial. I searched the forums and experimented myself but haven't cracked this one.
Quote:env_soundscapeThis is the entity that controls the noise that the platform makes when moving. Name it 'Lift_Sound'. Change Start Disabled to 'Yes', and make the Radius 1/2 the distance between your two Lift_End_Point_Prop's. The Soundscape will be 'portal_testchmb.fling'
OK, so lets say I don't want to change my soundscape to the fling soundscape. I would rather have the actual sound 'Portal.horizontal_lift_move' play, and loop, while the scaffold is moving. So instead of the env_soundscape I'm trying to trigger an ambient_generic with the Sound Name set to the lift_move sound. When triggered it will play once, but not loop. I've checked and unchecked each of the 3 flags individually and can't get the loop.
I'm currently using a logic_relay triggered from an energy ball catchers trigger_multiple to get the entire lift sequence in progress. . I was using the ball catchers trigger_multiple to trigger everything directly initially and that worked, just no loop. Heres what I'm trying to do with the relay and all is good short of the sound loop:
- Code: Select all
OnTrigger -> lift_lightbeam -> TurnOn
OnTrigger -> lift_end_point_CEC_lift -> StartDischarge
OnTrigger -> lift_start_point_CEC -> StartDischarge
OnTrigger -> lift_end_point_CEC -> StartDischarge
OnTrigger -> lift_func_tracktrain -> Toggle
OnTrigger -> lift_sound -> PlaySoundAnyone have any ideas? If more info is needed just ask. I'd sure appreciate the help. Thanks.
Hi all,
First post... but long time lurker. I have to say I love the wiki and the forums. They have helped me out quite a bit.
That said, I've got a few questions about the Moving Platform tutorial. I searched the forums and experimented myself but haven't cracked this one.
This is the entity that controls the noise that the platform makes when moving. Name it 'Lift_Sound'. Change Start Disabled to 'Yes', and make the Radius 1/2 the distance between your two Lift_End_Point_Prop's. The Soundscape will be 'portal_testchmb.fling'
OK, so lets say I don't want to change my soundscape to the fling soundscape. I would rather have the actual sound 'Portal.horizontal_lift_move' play, and loop, while the scaffold is moving. So instead of the env_soundscape I'm trying to trigger an ambient_generic with the Sound Name set to the lift_move sound. When triggered it will play once, but not loop. I've checked and unchecked each of the 3 flags individually and can't get the loop.
I'm currently using a logic_relay triggered from an energy ball catchers trigger_multiple to get the entire lift sequence in progress. . I was using the ball catchers trigger_multiple to trigger everything directly initially and that worked, just no loop. Heres what I'm trying to do with the relay and all is good short of the sound loop:
- Code: Select all
OnTrigger -> lift_lightbeam -> TurnOn
OnTrigger -> lift_end_point_CEC_lift -> StartDischarge
OnTrigger -> lift_start_point_CEC -> StartDischarge
OnTrigger -> lift_end_point_CEC -> StartDischarge
OnTrigger -> lift_func_tracktrain -> Toggle
OnTrigger -> lift_sound -> PlaySound
Anyone have any ideas? If more info is needed just ask. I'd sure appreciate the help. Thanks.
Quote from msleeper on April 4, 2008, 3:31 pmTry using the raw .wav file and not the soundscape name. Soundscapes have some predefined properties about them that cannot be overridden using an ambient_generic.
Try using the raw .wav file and not the soundscape name. Soundscapes have some predefined properties about them that cannot be overridden using an ambient_generic.
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Quote from Mr.Smith on April 4, 2008, 4:25 pmThanks for the fast reply msleeper.
And Doh! I've read that. I'm still snagged tho. I've got the ambient_generics sound name switched over to ambient/machines/beam_platform_loop1.wav now. Still, no matter how I try to input the sound (PlaySound, ToggleSound) or change the flags (Start Silent, Is NOT Looped) it refuses to play, let alone loop. What am I over-looking?
EDIT: I even extracted the original sound, renamed it, and put it in my maps sound folder. Still no luck.
Edit2: I have also tried triggering the sound with the trigger_multiple, the logic_relay, and the platforms func_tracktrain. Nadda.
Thanks for the fast reply msleeper.
And Doh! I've read that. I'm still snagged tho. I've got the ambient_generics sound name switched over to ambient/machines/beam_platform_loop1.wav now. Still, no matter how I try to input the sound (PlaySound, ToggleSound) or change the flags (Start Silent, Is NOT Looped) it refuses to play, let alone loop. What am I over-looking?
EDIT: I even extracted the original sound, renamed it, and put it in my maps sound folder. Still no luck.
Edit2: I have also tried triggering the sound with the trigger_multiple, the logic_relay, and the platforms func_tracktrain. Nadda.
Quote from bizob on April 4, 2008, 8:04 pmI don't use either the ambient_generic nor the soundscape for this. On your func_tracktrain set the "Move Sound" property to Portal.horizontal_lift_move. You can adjust the volume and minimum and maximum pitch properties as well. The pitch settings create a Doppler effect from what I understand.
I don't use either the ambient_generic nor the soundscape for this. On your func_tracktrain set the "Move Sound" property to Portal.horizontal_lift_move. You can adjust the volume and minimum and maximum pitch properties as well. The pitch settings create a Doppler effect from what I understand.
Quote from Mr.Smith on April 4, 2008, 10:44 pm
Wow, thank you bizob. I completely overlooked that in the func_tracktrain options. It works like a charm.
Wow, thank you bizob. I completely overlooked that in the func_tracktrain options. It works like a charm.
Quote from Mr.Smith on April 5, 2008, 9:46 amIs there any way to get more volume than just '10' on the func_tracktrain? It does work, it's just really quiet.
Is there any way to get more volume than just '10' on the func_tracktrain? It does work, it's just really quiet.
Quote from bizob on April 5, 2008, 10:37 pmMr.Smith wrote:Is there any way to get more volume than just '10' on the func_tracktrain? It does work, it's just really quiet.That's odd, mine seemed kinda loud so I turned em down. I guess I'll find out how it runs on other systems when I release my WIP. Maybe someone knows a way to over ride the volume but I sure don't.
That's odd, mine seemed kinda loud so I turned em down. I guess I'll find out how it runs on other systems when I release my WIP. Maybe someone knows a way to over ride the volume but I sure don't.