Can't get Radio to play Music
Steps:
-Give your ambient_generic a name (eg: "rad1_sound")
-In your logic_auto or trigger, go to the Outputs tab
-Add a new output and fill in the following:
OnMapSpawn -> rad1_sound -> PlaySound
OR if its a trigger:
OnTrigger - > rad1_sound -> PlaySound
Replace "rad1_sound" with your ambient_generic name. ^^v
I don't know if you need to check the "Play everywhere", "Start Silent", and "IS not looped" box in the ambient_generic, it depends on you.
-Create a prop_physics_override
-Give it a name: (eg. "radio")
(In the Flags tab, all should be unchecked except for Generate output on +USE, it looks like yours in unchecked, go check it.)
-Create a ambient_generic
-Give it a name: (eg. "radio_sound")
-Changed the "Start Volume" field to 10.
-Changed the "Source Entity Name" to radio
-Changed the "Sound Name" to music.sp_a2_dual_lasers_r1
-Go to the Flags tab and unchecked everything except "Start Silent"
-Triggered it.
Tell me if this helped. 
RectorRocks wrote:
-Changed the "Sound Name" to music.sp_a2_dual_lasers_r1
I'm sure that it isn't music.sp_a2_dual_lasers_r1.
Shane wrote:
Tried both those suggestions, still seemed to refuse to play
Does the music play when you play it in Hammer?
Habzs wrote:
RectorRocks wrote:-Changed the "Sound Name" to music.sp_a2_dual_lasers_r1
I'm sure that it isn't music.sp_a2_dual_lasers_r1.
It is. I tried it and it worked. I selected and previewed the file name in the sound library and it gives me Exile Vilify. I didn't even modify the field, I selected it off the sound library.
Habzs wrote:
RectorRocks wrote:-Changed the "Sound Name" to music.sp_a2_dual_lasers_r1
I'm sure that it isn't music.sp_a2_dual_lasers_r1.
Shane wrote:
Tried both those suggestions, still seemed to refuse to play
Does the music play when you play it in Hammer?
Yeah, it plays both the original way I did it and in the way you suggested.
Edit: Nope, no difference
RectorRocks wrote:
It is. I tried it and it worked. I selected and previewed the file name in the sound library and it gives me Exile Vilify. I didn't even modify the field, I selected it off the sound library.
I guess both ways works aswell.
Shane wrote:
Yeah, Hammer played the sound file when I made that input as well. I've tried making a completely blank map from scrath, just 4 walls the player and the radio, even then it still refused to play. Although the tutorial I used was from Portal 1 it doesn't seem as if the procedure has changed too much, yet I simply can't wrap my head around this one :/
I'm not quite sure why it won't work. Do you mind uploading the .vmf file to have a look?
http://www.mediafire.com/download.php?012ahlc7ffbwfla
Bare in mind this was initially made in the BEE before export so you'll need the BEE assets for some of the instances. The location of the radio at the moment isn't where I intend to have it in final design, just stuck it there to test people's various suggestions for now.
1) Create a prop_physics_override
2) Under the World Model field, browse for the radio model. (radio_reference.mdl)
3) Name it "radio"
4) Go to the Flags tab
5) Check that all of the boxes should be unchecked (meaning empty), except for "Generate output on +USE"
6) Create a ambient_generic
7) Name it "radio_sound"
8] Change the Start Volume from "0" to "10"
9) Change the Sound Name to "music.sp_a2_dual_lasers_r1"
10) Change the Source Entity Name to "radio"
11) Go to the Flags tab
12) Check that all of the boxes should be unchecked (meaning empty), except for "Start Silent"
13) Go to the trigger and the Outputs tab.
14) Add a new Output.
15) OnTrigger -> radio_sound -> PlaySound
16) Click Apply.
16.25) Make sure that the ambient_generic is near to your prop_physics_override.
16.5) If you want to trigger by a logic_auto,
16.50) Go to the your logic_auto and the Outputs tab.
16.53) Add a new Output.
16.56) OnMapSpawn -> radio_sound - > PlaySound
16.59) Click Apply.
17) Try it now. It should work. If it doesn't then I don't know.
Shane wrote:
http://www.mediafire.com/download.php?012ahlc7ffbwflaBare in mind this was initially made in the BEE before export so you'll need the BEE assets for some of the instances. The location of the radio at the moment isn't where I intend to have it in final design, just stuck it there to test people's various suggestions for now.
I can't seem to get it playing in your map. My theory is that there is too many sounds playing at once, the crushers.
RectorRocks wrote:
Okay, this is the real step-by-step on how I make a radio in my map. In the tutorial below: I used a trigger, you can also use a logic_auto. You might want to start it from scratch and follow this tutorial.1) Create a prop_physics_override
2) Under the World Model field, browse for the radio model. (radio_reference.mdl)
3) Name it "radio"
4) Go to the Flags tab
5) Check that all of the boxes should be unchecked (meaning empty), except for "Generate output on +USE"
6) Create a ambient_generic
7) Name it "radio_sound"
8] Change the Start Volume from "0" to "10"
9) Change the Sound Name to "music.sp_a2_dual_lasers_r1"
10) Change the Source Entity Name to "radio"
11) Go to the Flags tab
12) Check that all of the boxes should be unchecked (meaning empty), except for "Start Silent"
13) Go to the trigger and the Outputs tab.
14) Add a new Output.
15) OnTrigger -> radio_sound -> PlaySound
16) Click Apply.
16.25) Make sure that the ambient_generic is near to your prop_physics_override.
16.5) If you want to trigger by a logic_auto,
16.50) Go to the your logic_auto and the Outputs tab.
16.53) Add a new Output.
16.56) OnMapSpawn -> radio_sound - > PlaySound
16.59) Click Apply.
17) Try it now. It should work. If it doesn't then I don't know.
Did you redo it from scratch (delete it and redo it) and follow this tutorial?
Firstly, I didn't see an "on trigger" option, I presume you mean that I need to create a trigger, or alter one already in the map?
Secondly I did try it by creating a new logic_auto and tying it to the events you mentioned but that still seemed to make no difference. For some unknown reason the start volume was set to 0 and the overall volume to 10, I changed the start volume to 10 and that seemed to make no difference. I'm going to try it again in a blank map to make utterly sure that the PTI entities aren't somehow interfering




