Noob-ish questions about music.
Sorry for being such a noob, but I'm pretty new to hammer and I have a few questions about music:
1: I have exported various maps from PeTI (I know, I'm sorry) and I can't work out how to remove the irritating PeTI music (you know, the bleep bloop bloop music) I found a thing near the entrance elevator which had a setting which said "disable peti music" which I tried setting to 0, then tried setting to 1 (neither worked) I'm sure there's an easy way of removing the music but as I say I'm not used to hammer yet.
2: I have successfully added dialogue to the maps, but when I try to add music using ambient_generic, and try to set it off using a trigger it simply won't play... Do I need to parent the trigger to the ambient_generic or something? Music plays fine when connected to a button or laser catcher...
3: Speaking of laser catchers, I've managed to successfully make a laser catcher trigger an ambient_generic, but once the catcher is deactivated the music keeps playing... I've tried changing the outputs so that when the catcher is disabled the music turns off, but to no avail.
I'm sure the answer to these problems is simple, but please be kind and answer in language that hammer noobs can understand. I really want to get better and create some good looking puzzles. Thanks! ![]()
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Add an entity into the map and turn it into a logic_auto. Go to its "outputs" tab, and add an output: "OnMapSpawn @music Kill" with each word in the corresponding three dropdown boxes.
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The ambient_generic IS playing, you just can't hear it. Select it, go to the "flags" tab, and check the "play everywhere" box.
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This one's not so simple. Which sound are you using? because some sounds are programmed to be looped or not, and Hammer can get finicky about handling the different types of sound.
I'm using the music from the first fully clean chamber in the single player campaign, the "triple lasers" ones... I can't remember the exact name, sorry, but it's called triple laser something or other....
I thought I had play everywhere checked but perhaps I didn't... I'll check whether I did when I can.
Thank you ever so much.
As for the unstoppable sound, instead of putting "StopSpound" for the output of the catcher, put "Volume" with a parameter override of 0. That'll fix it.
Also you're welcome. ![]()
One other note: if you aren't already, use "Game Sounds" (soundscripts) whenever possible, as they have most settings fixed automatically. Music will play throughout the map, for example, and linked tracks will stay in sync (faith plate variations on a music track, for example).