Problem with putting sounds on my map

WeissberV

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I've tried using env_sound but theres no option to choose ur sound, also tried to use cd_audiotrack but i want a sound not music and amabeint_generic but that doesn't work. :oldangry:

PS: i am trying to make it work when i press a button.
 

replica

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msc uses env_message in place of ambient_generics(might want to add that to the tutorial). it took me some time to figure out what i was doing wrong until crow told me ambient_generics dont work and you have to use env_message.with smart edit on you put the path name of the sound under Sound effect. to have the button trigger the sound give the env_message a name that the button targets. env_sound entities are what makes your areas give off a more "realistic" sound. for example giving a large area a gymnasium/auditorium/arena type sound or whatever type of sound you want it to have. its the entity that gives you that horrible noise that sometimes sticks with you after you exit that lost_castle maze(if youve played the map).
 

WeissberV

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thanks but..

do i write the path like this "\sound\sound.wav" or just "\sound.wav"?
 

Thothie

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Clicky: env_message

Example:
Code:
{
"origin" "2208 -608 1494"
"messagevolume" "10"
"messagesound" "amb/quest1.wav"
"message" "OPENTITLE3"
"targetname" "keytext"
"spawnflags" "3"
"classname" "env_message"
}

"message" is intended to reference pre-set messages in TITLES.TXT, if you use OPENTITLE3, it's an empty message and yer less likely to get "odd behavior".

Be sure to set the spawn flags panel properly as well. "All Players" being paticularly important - or only the triggering player will hear it.

Some half-life sounds are designed to loop (mostly those in the "ambience" folder). If you use one of those, it will loop, regardless of spawn flag settings.

env_message will not be heard by players out of range. Even if the sound is one that loops, if the loop is initiated while the player is away, he won't hear it when he walks by it later. Usually looping sounds eventually get drowned out as the sound buffer fills up.

You CAN make looping, random sounds with env_message via multi_manager and mstrig_random. Bit tricky though. The ms_npcscript map source has an illustrated example of how to do this:
http://www.thothie.com/msc/ms_npcscript_tutor2.rar
 

replica

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the path starts in the sound folder of msc. ill give you a working example. if you put this "monsters/skeleton/cal_laugh.wav" in the sound effect thing it will play cals laugh. a side note the "sound" folder, not the "sounds" folder(i dont know why theyre two).
 

Thothie

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Either mappers or the distro people doing silly things, I suspect.

Remember you can use all the standard half-life sounds too. You'll need a GCF scape editor to browse them though (lest you host a dedicated server, then just check your Valve/sound folder).
 
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