Playsound silent?


(MadJack) #1

I want my sounds to play damn it! :stuck_out_tongue:

I’ve got a simple door made of script_mover that is working fine… EXCEPT for the sounds it’s supposed to make when it opens/closes. I tried using playsound sound/…/ 127 as a volume but that didn’t change anything. Still silent.

I can hear myself walking around, or trigger some entities to make sound. I even have a gate that I trigger in the same way that makes sounds…

I noticed that the lift I was using, that is now scrapped, was making sound at first but then, it stopped never to make any noise later on.

Anyone else got that behavior?


(MadJack) #2

Before anyone asks…


		playsound sound/movers/doors/garage_door_start_01.wav 127
		playsound sound/movers/doors/garage_door_loop_01.wav 127 LOOPING
		
		gotomarker sickbay_open 60 wait
		stopsound
		playsound sound/movers/doors/garage_door_end_01.wav 127

		wait 4000

		playsound sound/movers/doors/garage_door_start_01.wav 127
		playsound sound/movers/doors/garage_door_loop_01.wav 127 LOOPING
		stopsound		
		gotomarker sickbay_closed 60 wait
		
		playsound sound/movers/doors/garage_door_end_01.wav 127


(MadJack) #3

:bump:

Nevermind the 127… it was just a test (and it didn’t work)…

Any guesses?


(chavo_one) #4

Are there any error messages in the console related to the problem wav? ET is very picky about what kinds of wavs it will play. Make sure that your sound editing software is not saving any extra header information in the file.
http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=6132#55704

EDIT: nevermind, it looks like you are using stock sounds. I’m wondering if this is a scripting problem. You might need to move the playsounds to a different entity, similar to how the tank/tank_sound relationship works in fueldump


(MadJack) #5

hehe yeah, stock sounds from the pak file :slight_smile:

That’s exactly the problem chavo, those sounds are not used from the entity, they’re being triggered by a TST (trigger_script_trigger) and fiu (func_inv_user)…

Thinking about that… maybe I should put that into the script_mover entity/script instead of doing what I’m doing right now… I’ll check later.


(MadJack) #6

Mee his domb… It’s not “sound/movers/doors/” it’s “sound/movers/misc/” … Prolly got confused with the garage_door. :twak: :bash: :banghead: