Smart placing of soundscapes
See, I'd I want to have two soundscapes in two different areas, on each in other words. But if the player choses to portal over to another area without getting into the perimiter of the soundscape, then it won't trigger. Is there a smart way to trigger soundscapes in certain areas?
Is it a good idea to create huge trigger_multiples for these areas or is there a better solution? Thanks in advance!
Or try adjusting the radius of your soundscapes...
If, for some reason, that won't work then place identical SS entities around the room so that the entire area is filled by the soundscape you want.
Or, if you want to be REALLY careful, put soundscapes in front of the portalable surfaces so that they get trigger when the player enters via portals.
srs bsnss wrote:
Or, if you want to be REALLY careful, put soundscapes in front of the portalable surfaces so that they get trigger when the player enters via portals.
Hmm, i would prefer this method
Will this affect the map quality? Is it expensive/cheap/good/bad to do it this way? Thanks again!
Konke wrote:
Will this affect the map quality? Is it expensive/cheap/good/bad to do it this way?
I dont think that.
Konke wrote:
Will this affect the map quality? Is it expensive/cheap/good/bad to do it this way? Thanks again!
A couple of extra point entities shouldn't make much of a difference. So go for it!
Another thing I was thinking of is this; env_soundscapes can be parented and enabled/disabled according to the VDC.. so why not set up your scapes in front of the player spawn. Parent them to the player on map load, and then enable/disable as needed by triggers ?...effectively if you disable them all the player would still be listening to one, but when you enable another the player should switch to it (as it is parented to them and still in front of their face)..??.... Might work, just an idea that passed my mind... ..