Noise thingy..


(pizza) #1

Hello as i was working on my map i wanted to add sounds. I looked at tutorials but couldn’t understand a thing. I want to add a sound. So let me explain what i have done. I made a target_speaker and put is somewhere i wanted the sound to be. I pressed N and i wrote: Noise:
C:\Program Files\Wolfenstein - Enemy Territory\etmain\allies_win.wav still nothing happend…
Could anybody help me?


(Cambodunum) #2

doesnt seem youve taken a look at a tutorial … if so just take a second look, but im going to help ya a little bit :slight_smile: :

the path of the sound is wrong

greetz Cambo


(pizza) #3

Why and how? can u tell me the correct path pls and i willl take the example and do all with costum ones.


(nUllSkillZ) #4

A good way is always to have a look at existing maps.

At least “C:\Program Files\Wolfenstein - Enemy Territory\etmain” seems to be wrong.
Not sure but my guess:
“sound/music/allies_win.wav”


(Cambodunum) #5

When you set:

C:\Program Files\Wolfenstein - Enemy Territory\etmain\allies_win.wav

The engine is going to use:

“etmain\C:\Program Files\Wolfenstein - Enemy Territory\etmain\allies_win.wav”

So the engine is focused on etmain … aint no need for a “full path”


(pizza) #6

So shall i just write this?: etmain\allies_win.wav?


(shagileo) #7

No, just like nUllSkillZ stated :

“sound/music/allies_win.wav”

Everything that comes after the etmain part should remain (similar thing can be seen when using/opening models)

Full path:
C:\Program Files\Wolfenstein - Enemy Territory\etmain\allies_win.wav

What should remain => everything after etmain:
allies_win.wav

(though the .wav file is not in a good folder. The way nUllSkillZ wrote it, the allies_win.wav should be located in:
C:\Program Files\Wolfenstein - Enemy Territory\etmain\sound\music\allies_win.wav )
Be sure to locate the .wav file in a common sense place and not just randomly in ETmain, unless that’s the path the pak0.pk3 uses. In that case, you don’t need to include the .wav file in your own pk3 later on when you’re finishing things up (since the allies_win.wav is already in the widely distributed pak0.pk3 that comes with ET)


(pizza) #8

So like this: sound/music/allies_win.wav?


(nUllSkillZ) #9

Yes correct.


(shagileo) #10

Yes:

Key: noise
value: sound/music/allies_win.wav

  • make sure the allies_win.wav is located in the sound/music folder
  • also check back on my previous post, as I edited it and you posted back again

(pizza) #11

I still cannot hear anithing… Do u know what is wrong? I just created a target_speaker and did noise and the thing u told no other settings. It still wont work…


(shagileo) #12

Can you take a screenshot of the target_speaker and it’s entity menu ? (you know, the menu when pressing ‘N’ )


(Avoc) #13

I’ve shown you this link once, and you didnt want to follow it. I’ll show it to you again:

http://www.pythononline.co.uk/et/

How to add sounds:
http://www.pythononline.co.uk/et/tutorial10.htm

Contrary to what you’d expect, ambient sounds are not ordinarily placed in Radiant (they can be, but this other way is better). You place them while you are wandering around your map in ET!
So, run ET and /devmap <yourmap> - then stay in Spec mode when it starts. If you haven’t tested recently, you will see your map description text as the map loads, and you now have a respawn time of 10 secs, which is better for testing.

Glide your viewpoint to somewhere high up around the middle of the map, and bring up the console.

Enter \editspeakers to enter speaker editing mode.

Then enter \dumpspeaker to create a speaker in front of you.

Then enter \modifyspeaker to edit the speaker you’ve highlighted (it will be pink) by looking at it.

(You can use / instead of \ if you prefer.)

Exit the console, and enter these values in the boxes:

Noise sound/world/war.wav the wav to play
Looped on keep playing this sound indefinitely
broadcast global everyone should hear it
range 10000 a good range to make sure everyone is in range

Really, read it all. Even if there are parts of it you already know, it won’t hurt reading it twice.

Something the tutorial does not mention:
If you are adding custom sounds, the .wav has to be mono and 16bit, and below 44khz. If it is not, the engine will not recognize it.