A few miscalleanous (or smth) sound requests...


(Flippy) #1

Hey :slight_smile:

Well… since im making a map with some Energy Fields in, which look like the ones used in Starwars episode I, i would like them to make SOUND :stuck_out_tongue:

So… 2 things

  1. Is it possible to change the “hitsound” of a texture to a custom sound? eg, setting surfaceparm woodsteps will make it sound like wood when a bullet is shot on, but can you specify a custom sound to play when the texture is hit?

  2. Does anyone have a “humming” sound, which sounds like a lightsaber (not moving)?
    I have a few here, but i need them to be looping and possible the same all the time… (the ones i use now are not one steady sound it changes slightly over time, and so when looped it sounds stupid when it jumps back to the start)

Here is the example i mean:
http://www.fragland.org/nick/Hum4.wav

And just if your interested, i got it from here:
http://www.theforce.net/fanfilms/postproduction/soundfx/saberfx_fergo.asp
(includes about 50 lightsaber sounds, great for making a starwars movie :P)

Oh and

  1. I never used any sounds (target_speaker) in my map, but i read that the wav files need specific settings? I will try to play this same sound (Hum4.wav, as above) in game now… will post what happens

(Flippy) #2

Ok results, no sound works at all
not the Hum4.wav sound, and not even the sounds in pak0.pk3

(extracted to etmain/sound/maps/expl_small.wav --> doesnt play in map with target_speaker and noise - sound/maps/expl_small.wav )

Ehh?!

EDIT

oooops i made a typo, the expl_small.wav sound DO play
the Hum4.wav sounds do NOT play however

Now my actual problem:

Im trying to use a sound (like a lightsaber going on/off) when the energy fields are triggered on or off

So i thought about 2 things, using “alertentity [targetname of target_speaker]” in the script, or targetting it with a func_button

I tried it a few times, once with looped_on and once with looped_off

What i have now:

A little map with 2 func_buttons:
1 func_button targets a target_script_trigger (target / main) (scriptname / sound)


sound
{
    spawn
    {
     }
     trigger main
    {
          alertentity speaker
          wm_announce "Hummm!!"
     }
}

The other targets another speaker (speaker2) directly via the map ( red arrowed line )

What happens:

Sound keeps looping from the start of the map, and STOPS when i press one of both buttons (regardless of looped_on or looped_off)

Both target_speaker sounds are playing, and when i press ONE button i hear the sound slightly less loud, when i press the 2nd button too, the sound goes away

What’s wrong:

  • Buttons make the sounds stop instead of start
  • Sounds start ON looping when map starts, i want them to start OFF and dont loop when triggered


What i need:

to play the sound ONE time when i press the button

How do i do this?


(Flippy) #3

Ok tried 2 more things…

My test map now only has one speaker and one button

  1. Targetting the speaker directly. (func_button —>--->—> target_speaker)

target_speaker has no spawnflags set

When button is pressed, the sound plays once.

This is working… but not how i want it, because in my map, i need the SAME button to play 2 sounds (on for closing the energy field, one for opening)
(using two target_speakers ofcourse)

So i tried something else:

  1. I looked in Supplydepot… In the script it says “enablespeaker radiosound” and “disablespeaker radiosound”.
    I could not find a speaker “radiosound” however… did it get lost by decompiling?

Anyway, i tried this with a target_script_trigger

script:


sound
{
	spawn
	{
		trigger sound killspeaker
		wm_announce "Speaker kill"
	}

	trigger main
	{
		trigger sound startspeaker
		wait 2000
		trigger sound killspeaker
	}

	trigger startspeaker
	{
		enablespeaker speaker
		wm_announce "Speaker start"
	}

	trigger killspeaker
	{
		disablespeaker speaker
		wm_announce "Speaker kill"
	}
}

All wm_announcements play so the script is working properly

However, i do not hear any sound… it seems enablespeaker does nothing
(no errors in console, not even with g_scriptdebug 1)

What am i missing -_-’


(Flippy) #4

OK… i solved the problem myself

for those interested:
you cannot use enablespeaker/disablespeaker on target_speakers with “looped - no” (or both looped_on and looped_off spawnflags NOT checked)

instead you have to use alertentity…

Now my final problem

The sound i want to use does not play
In the console it says “Blabla is stereo”
i guess that’s (on of the?) problem(s)??

So what properties must the .wav file have to be able to play in ET, and how do i change those??


(leifhv) #5

If I remember correctly ET wants wav files that are mono, 16-bit and 22hz. So you’ll need to convert them…there are lots of free programs that can do this.

-http://audacity.sourceforge.net/
-Sox: http://sox.sourceforge.net/

The list just goes on and on…I used the crappy program that came bundled with my Creative sound card.


(Flippy) #6

Ok thnx, that did the trick :slight_smile:
Sounds working now…

Only one thing left… i still didnt find a “hum” i like…
i looked through the sound/world folder, found some sounds that MIGHT look a bit like it, but none i liked… (machine_01,02,03 or hum.wav)

Im using “sound/world/light.wav” now, but it sounds crap ingame lol


(leifhv) #7

The light saber hum sounds would work ok if you modify them to loop better. Use a program like Audacity and remove the start and end of the samples so that the loop is less noticable.

Try moving the selection markers left and right till you find the optimal part of the sample to loop and remove the rest.

After that it might help to merge the sample with a reversed copy of it self.

Maybe there are programs that can create a loopable version automatically but I’ve never heard of a such a program…?


(Jay) #8

http://www.filefactory.com/?25fc1b

Here’s a lightsaber hum sound. I removed all of the silence at the start and the end of the file so it should loop well.