Tremulous Forum
Media => Mapping Center => Topic started by: ShadowCoder on January 21, 2009, 10:24:37 pm
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Hello me again... :-\
I don't know why I keep having all of these problems but heres a new one for you guys....
All I want to do is make a global sound in my map. How am I able to do this?
When I add a target_speaker in the map (not in the void) it never works.
Propertys are...
classname taget_speaker
noise ambientsound1.wav
origin 488 -16 -224
spawnflags 5 ( I have looped_on and global checked)
It seems it would be the right thing to do but when I start the map it never plays..... Any suggestions? ???
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noise key needs path or * (see entity notes in radiant)
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noise key needs path or * (see entity notes in radiant)
I have tried the path method and the * method.
==Path Method==
Tried this in multiple ways and files and yet couldn't get any sound
==* Method==
Did this method and I got sound but it was just a bunch of hitting sounds like a tyrant hitting the RC.
Thanks for the help. Any other methods would be helpful thanks!
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Apply your sound file as a music key in the worldspawn. You'll need to tweak your sound file a bit so you don't get spammed with errors, but I have found this is the only reliable way to get a global sound.
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Apply your sound file as a music key in the worldspawn. You'll need to tweak your sound file a bit so you don't get spammed with errors, but I have found this is the only reliable way to get a global sound.
I don't understand what you mean as putting it as a music key in the worldspawn. Do you mean make a brush and give it the sound file properties?
quick edit: I am using GTKradient 1.5.0 if this means anything.
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Select any world brush (or worldspawn in entity list) and enter the music key.
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Select any world brush (or worldspawn in entity list) and enter the music key.
Thanks alot again UsaKilleR! ;)
I didn't realize how much larger it would make the file! :laugh:
Another quick question while we are on the topic is how am I able to do it with just an individual sound at one point in the level? Example a pipe leak and you can hear hissing but you wont when your not in the room or far away.
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target_speaker
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Remember, the path has to be in the form of the Quake 3 filesystem, starting at base/. HINT: Don't include base/.