Sound Issues
Made 2 brushes with trigger_once
Then added ambient_generic with the looping radio sound
trigger_once_1
OnStartTouch - ambient_generic - StartSound
trigger_once_2
OnStartTouch - ambient_generic - StopSound
Hope this helps
P.S In the flags section of the ambient_generic, theres a option to loop or not loop. That's how valve get the music to keep playing.
P.P.S The music only stops when you leave the map
I had the same problem, and the only way to stop the sound was to adjust the volume.
satchmo wrote:
The StopSound output only works with certain sounds.I had the same problem, and the only way to stop the sound was to adjust the volume.
Well it actually only works on ambient music not voice
For voices, I go with logic_choreographed_scene
I think valve uses that.
EDIT: it uses a script
The best way to get around this would be to use a custom env_soundscape (which spongy suggested) and make the soundscape triggerable rather than 'distance-triggerable' or 'overriding the current soundscape when it is view' like default.
Remember that env_soundscapes are a script file and go inside the scripts folder. The soundscape should be named 'soundscapes_mapnamehere'.
chickenmobile wrote:
I found that in coop (I'm guessing you are working on your coop playground map), sounds act differently than what it does with single player. Some sounds (especially music) cannot be stopped and a volume at 0 will not make it inaudible if the play everywhere flag is ticked.
The best way to get around this would be to use a custom env_soundscape (which spongy suggested) and make the soundscape triggerable rather than 'distance-triggerable' or 'overriding the current soundscape when it is view' like default.Remember that env_soundscapes are a script file and go inside the scripts folder. The soundscape should be named 'soundscapes_mapnamehere'.
Response: 
Edit: It might be possible to work with soundscapes already available.