im trying to add a custom sound that i turned into a wav. to my level, but i cant figure out what is wrong, can someoen list all teh keys, values, and anything else i need to do to get it to work
could someoen tell me how to make a target_speaker work
Look in the manual that comes with Radiant, they are all explained there.
also the sound file you trying to get to work has to be of a specific format make sure yours is same as ET ones by checking the properties of both files.
also i believe the the key and values are :key “noise” value"sound file directory"
not sure as dont have radiant on me atm, tells you at bottom on the N menu thing for sure 
i looked at the manual, it didnt help me none, im still at a lost, can someoen show me the keys to a speaker that they know works?
could someone just give me a few good tutorials, i went to one but it didnt help me, if someoen can, try to give me more then one tutorial, cause most likely someone would probably give the one that didnt help me lol
EDIT: Posted the wrong thing…
Go to the Level Designer’s Refenence: http://www.planetquake.com/simland/ldr1_1/default.htm
One of the links on the left side of the page is called “Speaker Editor”. That tells you basically everything. You can use the speaker entities but I don’t anymore, I prefer to use the speaker editor while in ET dev-mode, and make the sounds that way.
Also, this thread might help you (or confuse you more, lol) as I had some problems with sounds before myself:
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=7705
Hope that helps.
Thanks alot, ill see how much this helps me, hope i can figure this stuff out
lol, i didnt know u had to have a script for target speakers, i wonder if that was my problem lol
EDIT… im a tad more confusednow sorry, im such a newbie so dont get impatient lol plz dont, could u show me how to make a speaker work and game with just a random sound already in ET, and also, what all needs to be in a target_speaker script anyway, ive never seen what one looks like
OK, forget about target_speaker, and forget about a script. Don’t try to make the sound in Radiant. Do it in ET, in dev mode, when you have loaded your test map.
Go to the place in your map where you want a sound to play. Open the console and type
/editspeakers
This will put you in speaker edit mode.
In the console again, type
/dumpspeaker
This will place a speaker directly in front of you.
Again in the console, type
/modifyspeaker
This will allow you to modify the properties of the speaker.
The rest of this is from the LDR:
\modifySpeaker
Point your crosshair at the speaker you want to edit and use \modifySpeaker to bring up the GUI. The GUI has the following options to set the speaker's flags:
origin
Click on the speaker's axis and move the mouse to change the origin (x,y,z).
noise
Type the path to the sound file you want to use (it must be within the etmain directory) typically this is sound/world/<filename>.wav for ambient sounds. You can use TAB to auto complete the filename or write it manually.
An example of a noise path could be: sound/world/wind_mountain.wav
targetname
The name you can use to trigger the speaker from a script file. Valid letters are those from the English alphabet, digits 0-9, hyphen '-' and underscore '_', capitalisation is ignored (see the scripting section).
looped
The choices are no, on and off:
no - speaker plays once or randomly (see Wait and Random flags).
on - speaker plays in a loop forever or until deactivated.
off - speaker plays in a loop after activation forever or until deactivated again.
broadcast
The choices are no, nopvs and global.
no - the speaker is subject to pvs, if you "walk around the corner" you will not be able to hear it anymore. Note that sound engine has no means of calculating obstruction, occlusion or reflection.
nopvs - the speaker is audible everywhere within it's range, even if you can't see it.
global - the speaker is audible everywhere on the map (e.g. the thunders on radar). Global sounds can't be looped and ignore all other flags.
wait
Sets the time in milliseconds after which the speaker is played again. The looped flag must be set to no. Speakers with a wait time can't be triggered from a script.
random
Sets the span in milliseconds by how much a wait time is randomised, e.g. setting wait to 10000 and random to 2000 will repeat the sound every 8 to 12 seconds.
volume
The actual volume is defined by the sound sample and not by the game engine, the volume flag acts as an amplifier. The default volume is 127 which means there is no volume modification done to the sound file. To make a sound twice as loud (+6dB) in game you would set the volume to 255 or half as loud (-6dB) you would set it to 63. How much amplification you can use depends on the volume of the sound file, if you use too much you will notice digital clipping in which case you should reduce the volume.
range
A speaker emits noise omni-directional; imagine the audible area as being a sphere with the speaker in the centre of it. The range flag sets the radius of the sphere (default is 1250 units). The noise gradually fades out over the range. Range and Volume flags work closely together, if you have an object with a loud noise, you would want to increase Volume and Range for a realistic effect.
So try it with these values:
Origin - don't change the origin
Noise - sound/world/wind_mountain
Targetname - wind1
Looped - on
Broadcast - nopvs
Volume - 127
Range - 1250
When you have entered these values, click ok, and you should now hear wind around the speaker!
Finally, type
/editspeakers
again in the console to come out of speaker edit mode.
After you’ve done this, you’ll notice that a “script” has been created in the maps directory. It’ll be called yourmapname.sps. This just contains all the information about speakers in your map.
just one question, how would u remove a speaker that u didnt want? i dont want to screw up my map lol, so im asking before i try
Make a copy of your map, hide it in another folder, then revert to the old one if you don’t like the results.
ok, so there aint a way to delete it from that point, im glad i make so many damn copies lol
Well, I don’t really know, maybe there is, but I’m not familiar with it. Just if you want to experiment, back it up… 
I can’t remember if you can “delete” it in speaker edit mode. Maybe try:
/undospeaker
in the console.
Failing that, if you take a note of the targetname you give the speaker in it’s properties, you could delete it from yourmapname.sps (in sound/maps/… directory). For the example above it would say something like:
speakerDef
{
noise "sound/world/wind_mountain.wav"
targetname "wind1"
origin x y z
looped "on"
broadcast "nopvs"
volume 127
range 1250
If you delete that section of yourmapname.sps, it will get rid of the speaker. By the way, you don’t HAVE to give the speaker a targetname.
Maybe someone else knows an easier way to delete it?
Anyway, hope that helps you out.
Lol, yes u can delete it in edit speaker mode, last night i got curious and went ahead and tried it, thanks for showing me how to do that, i didnt know it was that simple. Just one thing i ask, since it has a targetname, is there a way where u can tell it to trigger on certain events, like somthing getting destroyed, or a lever being pulled?
Glad to hear it worked. As for scripting, I took this from the LDR:
There are three trigger types available to trigger sound events from map scripts. Every speaker that is supposed to be executed via a script needs a unique targetname. The triggers are:
togglespeaker <targetname>: plays a speaker on execution
enablespeaker <targetname>: turns on a looped speaker on execution (speaker's looped flag must be 'off' or it will play)
disablespeaker <targetname>: turns off a looped speaker on execution
togglespeaker will switch the speaker from one state to another. If toggling a looped sound it will start or stop playing. A non-looped sound will play once and then stop.
enablespeaker and disablespeaker can be used to switch on and off a looping sound, e.g. the Morse code sound for the command posts).
I haven’t needed to use that yet so I haven’t tried it. But I assume you just write the line in the part of the script where you want the sound to start stop playing, eg in the Death section of a door that has been blown or something, maybe you would want a siren to go off. I assume you’d just call it with the targetname you gave the speaker.
All the best, let us know if you get it to work. 
Ill test it has soon as i get my history homework done lol, ill make sure to report on it.
ive yet to test it out cause im dumb founded lol, anyway i doubt i need to learn it at this moment in time, but could some one give me a good tutorial to covert music so it can be played as a .wav on ET?
