PDA

View Full Version : Target_speaker + Music Probs!?!


Lord_Frieza
03-01-2003, 02:27 PM
Hi all (again :) )
2 probs gonna get straight 2 point,
*In my maps how can the target speaker sounds be heard half way across the level (BY THE WAY NO! IT ISNT SET TO GLOBAL) The sound does fade the further u get from it BUT its no good because, say, 5 rooms on you can still hear the computer humming from the first room. Is there somthing I can do like a sound radius or something? :confused:

*secondly still struggling with dynamic music, how do i get it 2 work? plz som1 help coz i cant make heads nor tails of the dnm file in the assets folder!!

Help really needed plz!...

Leslie Judge
03-01-2003, 05:56 PM
I put up some theoretical info on my site about dynamic music. Maybe it's useful for you. Link in signature.

Leslie Judge
03-02-2003, 08:17 AM
Hmm...

I've read lots of threads, but altering the volume of the sound file itself seems to be the only solution for target_speakers. Someone else with a real solution?

Dragarius
03-03-2003, 04:27 AM
SP map?

Make a trigger to turn it on and off.

A door would be an appropriate place.

Lord_Frieza
03-03-2003, 06:10 PM
Sorry guys but i need more help than that. If you go 2 bespin_undercity you can hear as you approach the computers there is no sound but when you get really close to them you can hear their sound. I dont think raven used audio software to decrease volume because if they did they would have to be saved as another file (right?) so therefore it would be in the assets folder when its not. i dont think it is triggers coz if they were when you got really close to the computers the sound would just come slap bang but in bespin_undercity it doesnt the closer you get the more you can hear it and when rotating kyle you can hear the sound getting louder and quieter as it nears his ear. (sorry bout all this) But I have a computer in my map and you go down an lift and through 2 rooms and a corridor and you can still hear it in the backround quite loudly (its not set to global by the way) can som1 help me plz?

Leslie Judge
03-03-2003, 07:12 PM
Take a look at this: :D

;*********************
;console14
;*********************
localSet console14
timeBetweenWaves 0 0
loopedWave ambience/cp_14_lp
volRange 200 250
radius 200

What do you see? :D Volume range? Volume radius? Hmm...

This is from the base/sound/sound.txt where the soundsets are defined. And target_speakers can have soundSet key. I know that the entity description doesn't mention it, but there are other things it doesn't mention. I took a look in ns_streets.bsp and there soundSet is used. Actually not for the cantina music but for some consoles as you can see.

Maybe this is the solution for your problem. I hope so. :)

-Chrono_MOT-
03-04-2003, 09:12 AM
most music is activated by triggers. For example, if you activate a target_speaker that is 200 units away, you will hear at if you are 100 units away (just an EXAMPLE).

Set a trigger to activate the sound, and use that same trigger to shut it off. All you have to do is:

Trigger_Multiple->timer1->target_speaker.
Trigger_Multiple->timer1

That way when the character leaves the audible area he shuts the timer off that keeps the target_speaker in loop.

dvader28
03-04-2003, 02:30 PM
as frieza said, if you use triggers the sound will just start and stop...it won't fade....soundsets certainly seem to be what Raven used....i always use them for my doors, "impdoor1" etc, but it would be useful to have a full list of them. Anyone?

Leslie Judge
03-04-2003, 05:39 PM
dvader28: as you can read in my earlier post:base/sound/sound.txt where the soundsets are defined

ioshee
03-11-2003, 05:43 PM
You could just pretend that the computer in your map is so advanced that it keeps cool without noisy fans. Thereby eliminating the need for target_speaker altogether:)

j/k Sorry I'm not much help.

Druid Bremen
03-28-2003, 09:25 AM
Originally posted by ioshee
You could just pretend that the computer in your map is so advanced that it keeps cool without noisy fans. Thereby eliminating the need for target_speaker altogether:)

j/k Sorry I'm not much help.

heh... true...