Wesley Tack Posted January 15, 2007 Report Share Posted January 15, 2007 Hi, I've been trying out the best way for my city map to have sounds. I was wondering, is there a way to play a sound in a trigger brush all over with the same volume ? Or any other way on how to make sounds play all over ? when I add sounds like they explain them on wiki, when you are close to the sound enitity it plays the loudest. And it fades away after a while. Setting the radius very large doesn't do much good either. I tried soundscapes and it's the same effect? What I would basically want is a big cube when you walk in it it plays the sound all over, and when you walk in a new trigger cube it plays a different sound. Or if this is possible any other way I hope someone can help me out! thanks wesley Link to comment Share on other sites More sharing options...
Furyo Posted January 15, 2007 Report Share Posted January 15, 2007 You could try to enclose your map in a trigger_multiple brush. With an ambient_generic on the side. Your output on the trigger would be "onstarttouch", playsound. That ambient_generic would then need to have a maximum distance larger than the size of the map. But really, soundscapes are there for a reason. If your sound should always be played, then your player should always "see" a soundscape entity in the world, which would always have that sound playing. You should first try to place more soundscapes entities in your map. The reason I say this, besides implementation time, is that you may run in performance problems if you have too many ambient_generic playing all over. Link to comment Share on other sites More sharing options...
R_Yell Posted January 15, 2007 Report Share Posted January 15, 2007 If this all about ambient sounds I'd recommend using soundscapes. Triggering ambient generics is best fitted for occasional sounds as explosions or other dynamic events. Soundscapes let you lots of more options, as playing ramdom wavs, playing other soundscapes as a background of a new one at lower volume (for indoors), etc. Soundscapes work in two ways, if distance is -1 they'll play constantly until player sees a different ambient generic. If distance is set at some other value then they will work on "touch" mode. I tend to use the second one only at some indoors. Link to comment Share on other sites More sharing options...
Wesley Tack Posted January 15, 2007 Author Report Share Posted January 15, 2007 Thanks for heads up guys ! I'll do it tonight and recompile my map till tomorrow. I also made a night HDR skybox now for it, took one from Valve and made it HDR Link to comment Share on other sites More sharing options...
Wesley Tack Posted January 15, 2007 Author Report Share Posted January 15, 2007 Soundscapes work fine, I've added the sounds to the map, thanks for the help! The player doesn't need to "see" them though, all he needs to do is walk through one and it's triggered untill he walks into another one. Which works great for my map. Just as long as you know all possible player paths you can set them very easily. Time to recompile Thanks! Link to comment Share on other sites More sharing options...
R_Yell Posted January 15, 2007 Report Share Posted January 15, 2007 If that works for you then perfect Soundscapes can be used in many ways, you'll want to learn them because those awesome maps you made will need a sound design at the same level. There are "sound positions", very useful if you have some sound emmiting sources there. I mean static sources like an engine, a radio, etc. On my western maps my sound design is quite simple but it works, there are soundscapes for outdoors, caves, old buildings, etc. There are mostly random waves (wind, animals, wood crunches, rocks falling). They are played on randomly positions so the effect is nice on multichannel systems. The only static sound I'm using are some rattle snakes . Link to comment Share on other sites More sharing options...
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