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Sound looping whoes [Fixed]

Hi all,

First post... but long time lurker. :D 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_soundscape

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.

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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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.

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.

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:sigh:

Wow, thank you bizob. I completely overlooked that in the func_tracktrain options. It works like a charm.

Is there any way to get more volume than just '10' on the func_tracktrain? It does work, it's just really quiet.

Mr.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.

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