Tremulous Forum

Media => Mapping Center => Topic started by: ShadowCoder on January 21, 2009, 10:24:37 pm

Title: Sound Problems
Post by: ShadowCoder on January 21, 2009, 10:24:37 pm
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?  ???
Title: Re: Sound Problems
Post by: UniqPhoeniX on January 21, 2009, 10:33:29 pm
noise key needs path or * (see entity notes in radiant)
Title: Re: Sound Problems
Post by: ShadowCoder on January 22, 2009, 02:29:50 am
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!
Title: Re: Sound Problems
Post by: Kaleo on January 22, 2009, 02:35:28 am
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.
Title: Re: Sound Problems
Post by: ShadowCoder on January 22, 2009, 02:48:48 am
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.
Title: Re: Sound Problems
Post by: UniqPhoeniX on January 22, 2009, 02:51:20 am
Select any world brush (or worldspawn in entity list) and enter the music key.
Title: Re: Sound Problems
Post by: ShadowCoder on January 22, 2009, 03:22:22 am
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.
Title: Re: Sound Problems
Post by: Kaleo on January 22, 2009, 06:01:25 am
target_speaker
Title: Re: Sound Problems
Post by: Odin on January 22, 2009, 07:41:29 am
Remember, the path has to be in the form of the Quake 3 filesystem, starting at base/. HINT: Don't include base/.