Noob-ish questions about music.

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DemonArisen
7 Posts
Posted Sep 06, 2013
Hi everyone.

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! :thumbup:

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AntiVector
102 Posts
Posted Sep 06, 2013
Replied 25 minutes later
  1. 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.

  2. The ambient_generic IS playing, you just can't hear it. Select it, go to the "flags" tab, and check the "play everywhere" box.

  3. 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.

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DemonArisen
7 Posts
Posted Sep 06, 2013
Replied 24 minutes later
@antivector. Thank you so much! I'll try these when I get time in a couple of weeks.
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. :smile:
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AntiVector
102 Posts
Posted Sep 06, 2013
Replied 53 minutes later
Okay, I've done a couple of quick tests, and collapsing the instance creates more problems than it fixes, so I've edited my comment with a better solution.

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. :thumbup:

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FelixGriffin
2,680 Posts
Posted Sep 06, 2013
Replied 17 minutes later
Don't use Volume, it causes bizarre problems if you use it with a soundscript. There's an easy solution: the Is NOT Looped flag in Hammer should actually be called "Uncontrollable." It doesn't do anything but disable the StopSound input. If the sound is looped in the file, it'll loop no matter what the flag says. :razz:

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).

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DemonArisen
7 Posts
Posted Sep 06, 2013
Replied 49 minutes later
Thanks for the expertise, Felix! So how would you suggest I stop the music from playing when a laser catcher is disabled...
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FelixGriffin
2,680 Posts
Posted Sep 06, 2013
Replied 51 minutes later
Turn off the Is NOT Looped spawnflag and the StopSound input should work. :smile: