Sounds and stuff


(cementoske) #1

I have this script now that normaly has to play at the start of axis spawn… allied spawn… but it doesn’t work :expressionless:

xmap_axis_spawn_music
{
sound sound/xmap_c1/spawn_axis.wav
voice
streaming
}

xmap_allies_spawn_music
{
sound sound/xmap_c1/spawn_allies.wav
voice
streaming
}

xmap_allies_end
{
sound sound/xmap_c1/complete_allies.wav
voice
streaming
}

xmap_axis_end
{
sound sound/xmap_c1/failed_axis.wav
voice
streaming
}

Can someone tell me what’s wrong with it plz :eek:

I also added some non-standard sounds to my target speakers , putted them in my pk3 file, but it doesn’t work either :expressionless:


(thegnat) #2

AFAIK, its not possible to play sounds, audible only by one team, with speakers. Speakers play globally or only in a region - audible by every player that is in range (region).
What you want to do (play a sound for each team like on Venice) is IMO only possible with wm_teamvoiceannounce. BUT this will shift all other VOs and is pretty annoying.

You can add speakers at the spawnpoints and let them play the music once at spawn.
For the endsequence, you can add speakers at the winscreencamera and trigger it depending what team won.

*Might be wrong or incomplete.

PS: Your sig is timeless, isnt it?

Xmap : 85%

Beta - Release : Next week.

Beta screenshots : This week.
:moo:


(thore) #3

afaik you can trigger sounds for a player that touches a certain trigger brush and make it only audible
for the player who touches the brush and play once (non loop). by placing the trigger brush
right at the spawn players will trigger it exactly when they spawn and therefore hear the sound.
for the next spawn will have to be reset to default state, since you want the sound to play again…
but only once :slight_smile: for the sound not being played betweed the spawns when a player returns to the
trigger zone, the trigger needs a delay setting. i know there is a key/value pair that allows to make
a trigger only activate every XX seconds. not sure about the exact key/value though. but it’s in
the documentation :wink:


(thegnat) #4

If you use the target_speaker with the ACTIVATOR spawnflag set (what thore means), you can disable the referring trigger after a wait function, that has the time as your sound plays.
I’m not sure if the trigger is fired, when the player is just spawned into it (not moving).


(thore) #5

if so, you could make the trigger 2 units flat and move the spawn just above the trigger.
players will spawn and fall from outside the trigger into the trigger… and all should be fine.


(cementoske) #6

okay tnx :slight_smile: and yes i wanted to make it like venice :wink:

and euhm ,if i add some self made sounds to my .pk3 do I have to make an .sps file for it then?? because if i add some non standard sounds to my pk3 file and link it with a target_speaker , i don’t hear anything :s


(thegnat) #7

.sps has nothing to do with the entity target_speaker.
You have to specify the sound to be played in Radiant.

To enable/disable target_speakers, use alertentity. enable-/disablespeaker won’t work.


(cementoske) #8

add cementos@hotmail.com to msn plz ;s


(thegnat) #9

Don’t have Billys me$$senger. Try PM instead.


(cementoske) #10

well, i now added my sounds to my pk3 file in sounds/xmap_cj

added target_speaker above allied spawn :
looped_off

volume 100
noise sound/xmap_c1/allied_spawn.wav

and it doesn’t work!! :expressionless:


(thegnat) #11

sounds/xmap_cj != sound/xmap_c1

Or is it just a typo in your post?
ALSO: What error is in the console output?


(cementoske) #12

sounds/xmap_cj != sound/xmap_c1 WTF?!!!

i don’t get an error ,but the sound just doesn’t play !! and i use sound/xmap_c1/allied_spawn.wav


(thegnat) #13

Look at it again and compare, what is coloured.

But maybe its just a typo in your posting.

How are you triggering the target_speaker?


(cementoske) #14

well, i put my sound in : xmap.pk3/sound/xmap_c1/allied_spawn.wav

in the target speaker I type :

noise sound/xmap_c1/allied_spawn.wav
volume 100
range 1000

and i want it to play only when the allies are spawning, so 1 TIME in the whole map

do i need to use looped_OFF , looped_ON ?? help :slight_smile:

to bad that you don’t have msn :s


(eRRoLfLyNN) #15

Looped_ON doesn’t work for target_speaker, as far as I know.

Also, it could just be that the wav you are using is causing the problem at the minute. Have you tried it with a normal sound, one that comes with the game? Test it with one of those first to rule out if the wav is the problem or not.


(cementoske) #16

yes i tested it with a normal sound , a normal sound is also .wav :s


(eRRoLfLyNN) #17

I meant one that ships with the game instead of a custom wav. Sometimes Wavs that people create don’t work in the game because of wrong properties etc. Just wondered…


(cementoske) #18

ehm it are waves from RTCW single player…so i guess there’s nothing wrong with the properties


(thegnat) #19

ehm it are waves from RTCW single player

Got permission from id Software / Activision? Don’t think so. :twak:


(eRRoLfLyNN) #20

And why do you always begin a sentence with uhrm or euhm or something like that, has your keyboard got a speech impediment?