Sounds & Timers


[BDS]Doc
08-05-2006, 07:18 PM
Hi Guys,

I am having a hell of a time getting my ambient_generic sound to repeat itself using a logic timer.

What im trying to do is have the Axis mg firing sound in the background constant.

Right now I can only get it to fire 1 time at the round start and then its silent.

Any tuts, ideas, etc. out there that you can point me to?

As always, all help is greatly appreciated!

Someth|ngW|cked
08-06-2006, 04:03 AM
Set the ambient_generic's flags to ISNOTLOOPED and START OFF

Make sure that the logic_timer is set to random and the min and max random time u want, i think that min=30 and max=50 is a good one and set it's flags to oscillate then have it's outputs target the ambient_generic with the "on timer" "play sound" perams

That should work

TheSurgeon
08-06-2006, 09:23 AM
Sounds need to be .wavs with cuepoints to loop on their own (for some reason source needs cue points to tell it when a sound ends, unlike every other game I've ever modded). I can't find the link on the SDK wiki, but most audio programs should be able to edit cuepoints, they just need one at each end of the file.


You can use the logic_timer method though, especially if you need to use mp3s to save on filesize (mp3s can't have cuepoints and wont loop any other way). For smaller sounds it's easier to just use .wavs though, since they'll loop on their own without any timers.

pluckster
08-06-2006, 10:17 AM
or if you want you can always make a soundscape. ive never made one but they look pretty good.

ultranew_b
08-06-2006, 10:30 AM
Here is a tut on creating cue points for looping sounds:

http://collective.valve-erc.com/index.php?doc=1070392493-12550200

...and yes, soundscapes are what you want to use. They are very easy to set-up and they can be modified easily with a text editor.

:)

[BDS]Doc
08-06-2006, 11:58 AM
Thanks for all the info guys! I knew I could count on you guys.


I will check all of this out. Any links to a good tutorial for the soundscapes? I have never messed with them at all.

Thanks again

Someth|ngW|cked
08-06-2006, 05:23 PM
A soundscape in this case would not be a good idea, they are mainly for ambience not specific sound targets even if you use soundscape proxies

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