Can't get Radio to play Music

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Shane
243 Posts
Posted Aug 09, 2012
Map was exported from the PETI editor. Tried setting disable_pti_audio to 1 and made no difference. Settings for the radio and ambient_generic are as follows:

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RectorRocks
522 Posts
Posted Aug 10, 2012
Replied 4 hours later
Did you trigger the ambient_generic to PlaySound? (It seems that you're trying to get the radio to play Exile Vilify, lol okay.)
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.
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Shane
243 Posts
Posted Aug 10, 2012
Replied 9 hours later
Neither of those options seemed to work.
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Fracture
797 Posts
Posted Aug 11, 2012
Replied 17 hours later
flag to start silent
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Habzs
225 Posts
Posted Aug 11, 2012
Replied 18 minutes later

Shane wrote:
img

Set the Sound Name to "music/sp_a2_dual_lasers_r1.wav". Not "music.sp_a2_dual_lasers_r1".

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Shane
243 Posts
Posted Aug 11, 2012
Replied 5 hours later
Tried both those suggestions, still seemed to refuse to play
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RectorRocks
522 Posts
Posted Aug 11, 2012
Replied 10 minutes later
Okay, I created a radio and put in my map. It plays the tune I want. I'll tell you step-by-step how I did.
-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. :smile:

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Habzs
225 Posts
Posted Aug 11, 2012
Replied 24 minutes later

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?

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RectorRocks
522 Posts
Posted Aug 11, 2012
Replied 8 minutes later

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.

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Shane
243 Posts
Posted Aug 11, 2012
Replied 20 minutes later
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 :/

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.

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RectorRocks
522 Posts
Posted Aug 11, 2012
Replied 4 minutes later
Did you check "Generate output on +USE" on the Flags tab on your prop_physics_override? Did it work?
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Shane
243 Posts
Posted Aug 11, 2012
Replied 3 minutes later
I haven't tried that one yet but i'll have a go now and see if it makes any difference

Edit: Nope, no difference

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Habzs
225 Posts
Posted Aug 11, 2012
Replied 7 minutes later

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?

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Shane
243 Posts
Posted Aug 11, 2012
Replied 3 minutes later

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.

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RectorRocks
522 Posts
Posted Aug 11, 2012
Replied 5 minutes later
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.

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Habzs
225 Posts
Posted Aug 11, 2012
Replied 8 minutes later

Shane wrote:
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.

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.

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Shane
243 Posts
Posted Aug 11, 2012
Replied 3 minutes later
The same thing happened when I tried doing it in a brand new blank map so I'm not sure that's the problem
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RectorRocks
522 Posts
Posted Aug 11, 2012
Replied 1 minutes later

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?

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Shane
243 Posts
Posted Aug 11, 2012
Replied 2 minutes later
I did, but there's a couple of things I stil need clarifying:

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

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Shane
243 Posts
Posted Aug 11, 2012
Replied 7 minutes later
Ok, just tested it in a blank map and it works perfectly so there must be something else preventing it from working