Author Topic: How to make sound truly global?  (Read 3207 times)

nubcake

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How to make sound truly global?
« on: January 05, 2009, 04:17:04 am »
I have set the global modifier for target sound but it doesnt play it throughout the level...

As I have rain playing throughout the level it is important for me to be able to have the rain sound everywhere also as I cant have 20 targets speakers... any help??

Edit: also what parameters what i need to use to make the  sky box light go directly downwards or at a very slight angle (2 or 5 degrees west).

I am using this so far (its a night time map) and the skybox is quite far from the ground, hence the low angle

q3map_sunExt 0.5 0.37 .30 90 230 60 2 1

What should I change the sunext to ?
« Last Edit: January 05, 2009, 09:52:44 am by nubcake »

Kaleo

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Re: How to make sound truly global?
« Reply #1 on: January 05, 2009, 11:03:55 am »
Set the sound like you would music in the worldspawn. It will play globally and will loop.

If you want to change the sound volume ingame, however, you will have to change the music volume as opposed to the sound effects volume.
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nubcake

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Re: How to make sound truly global?
« Reply #2 on: January 05, 2009, 11:40:25 am »
Set the sound like you would music in the worldspawn. It will play globally and will loop.

If you want to change the sound volume ingame, however, you will have to change the music volume as opposed to the sound effects volume.

Excellent that solves my first problem :D


Edit: It works perfectly but now i keep getting an error down my screen saying "WARNING: rain_short1.wav is not a 22050hz stereo file" or something like that. Any ideas?
« Last Edit: January 05, 2009, 11:57:36 am by nubcake »

Kaleo

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Re: How to make sound truly global?
« Reply #3 on: January 05, 2009, 01:40:16 pm »
Grab a copy of Audacity and try working a stereo mix in that.

You'll also want to change the hertz of the file, but I am unsure how one would go about doing so in Audacity (assuming you can).
Quote from: Stannum
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nubcake

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Re: How to make sound truly global?
« Reply #4 on: January 05, 2009, 02:18:10 pm »
Yeah i tried. It still comes up with the same error :S

Ah all good thanks kaleo. Now to make it so my map isnt so dark (unnatural shadow angles)
« Last Edit: January 05, 2009, 02:55:12 pm by nubcake »

Bissig

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Re: How to make sound truly global?
« Reply #5 on: January 05, 2009, 10:53:46 pm »
You need to resample the wav file to 22,050 hz (possibly at 16bit, maybe 8bit)

If it still does not work post the file so we can take a look at it. Maybe something else is borked with it.. or you just forgot to replace the old file.