Author Topic: Sound Problems  (Read 4383 times)

ShadowCoder

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Sound Problems
« 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?  ???

UniqPhoeniX

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Re: Sound Problems
« Reply #1 on: January 21, 2009, 10:33:29 pm »
noise key needs path or * (see entity notes in radiant)

ShadowCoder

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Re: Sound Problems
« Reply #2 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!

Kaleo

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Re: Sound Problems
« Reply #3 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.
Quote from: Stannum
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but you can blow it into chunky kibbles!
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ShadowCoder

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Re: Sound Problems
« Reply #4 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.

UniqPhoeniX

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Re: Sound Problems
« Reply #5 on: January 22, 2009, 02:51:20 am »
Select any world brush (or worldspawn in entity list) and enter the music key.

ShadowCoder

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Re: Sound Problems
« Reply #6 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.

Kaleo

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Re: Sound Problems
« Reply #7 on: January 22, 2009, 06:01:25 am »
target_speaker
Quote from: Stannum
Thou canst not kill that which doth not live,
but you can blow it into chunky kibbles!
I has a cookie, and u can has a cookie, but i no givs u mai cookie...

Odin

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Re: Sound Problems
« Reply #8 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/.