Warby Posted November 18, 2006 Report Share Posted November 18, 2006 they turn mute on round restart i already tried to make a trigger_once that was supposed to start all the ambient generics via a PLAYSOUND output ... didn't work i don't even know if trigger_once entities get reset on css round restart ?! i tried a trigger multiple also didn't work and an auto logic with OnNewGame and on mapspawn nothing anybody here managed to get a sound running in css that is actually plays at all times ? Link to comment Share on other sites More sharing options...
Dodger Posted November 18, 2006 Report Share Posted November 18, 2006 yesuurr nexuz did it and if uwant i tell ya the secret how to do it 1. make ambient generic 2. make logic auto 3. name ambient generic 4. go to output in logic auto and select the named ambient generic 5. > onmapspawn - via this input> - playsound - 6. now u got all u need 7. no u miss one thing 8. make another logic auto 9. make a copy of your ambient generics 10. output the second logic auto with the copies of ambient generics 11. trigger the ambient generics to play once only 12. u are done now the thang is .. that when u starts in the map the first copies of ambient generics plays at once and next round the original plays like the first ones.... so.so.so.. this means first of the copies plays, then the real ones plays.. thats all.. not hard.. not basic.. not difficult.. follow the list exactly and u will get result. if this wont work.. .. then.. then it wont work.. just dont forget to make the ambient generics set on loop so they loop.. I got a feling of deja vu.. I will try to explain this more correct and properly some later.. by the way I made a map allready and everything WORKS exzellent with the sound. Link to comment Share on other sites More sharing options...
OrnateBaboon Posted November 19, 2006 Report Share Posted November 19, 2006 What is the sound being used for? Can it be used as a soundscape, or does it need to be ambient? Link to comment Share on other sites More sharing options...
Warby Posted November 19, 2006 Author Report Share Posted November 19, 2006 5 water falls like 10 birds nests some wind and some flowing rivers all together its 37 ambient_generics 11. trigger the ambient generics to play once only ( you mean to uncheck the "is looped" flag ??? and which ags do you talk about the originals form the first auto logic or the clones triggered by the cloned logic_auto ... and does it matter at all ? i cant test it right now since iam compiling but i am already uber great full for your input dodger !!! Link to comment Share on other sites More sharing options...
OrnateBaboon Posted November 19, 2006 Report Share Posted November 19, 2006 I have just added sounds to my map, and am using a similar type of sound set up. The best way to do this is through soundscapes. You can get them to play once just by setting the delay time on them to be so long that you will only hear them once. Really, I would say that using the ambient generic way to do this is the more difficult way to go, and will not produce as good an effect as soundscapes. With soundscapes you could have one global sound playing (like an ambient wind for example), and eight local sounds (like birds, gusts of wind, waterfall, river sounds etc), and all of their positions would be confined to whatever position you want. Link to comment Share on other sites More sharing options...
R_Yell Posted November 19, 2006 Report Share Posted November 19, 2006 Yes, that sounds like a job for soundscapes. Make a soundscape definition .txt and then a copy of the cs:s soundscapes_manifest with your soundscape's name included there. Both will be bspzipped. Ambient_generic should be reserved for sounds connected with some events in a map. Link to comment Share on other sites More sharing options...
BaRRaKID Posted November 20, 2006 Report Share Posted November 20, 2006 http://www.interlopers.net/index.php?page=hl2-advanced.htm You can find a series of four tutorials regarding soundscapes at that link. Those tutorials are kind of old, so you better check the comments to see if anything as changed since they where made Link to comment Share on other sites More sharing options...
Defrag Posted November 20, 2006 Report Share Posted November 20, 2006 Yeah, soundscapes are best for sounds that are constant / random, whereas ambient_generics are better for sounds that are triggered by specific events. Link to comment Share on other sites More sharing options...
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