Speakers created with speaker editor problems


(G0-Gerbil) #1

I am driving myself mad here.
I seem to have the following problems:

  1. Global (broadcast = “global”) speakers can’t have their volume set
  2. Non-global non-looping speakers (broadcast = “no”) speakers aren’t responding to togglespeaker

I am going mad here, I don’t want my targeted sound effects to have to be global, nor do I want my targetted global sound effects to be at a fixed volume.

FWIW I’m trying to sort these problems out using the standard sound/world/thunder sound effects - the idea is I want a quiet global version of the thunder (so it’s heard throughout the level) coupled with a localised loud version so you hear it all over the level but louder outside.


(MadJack) #2

Maybe using alertentity instead of togglespeaker? If you do, make sure you alert it silent in game_manager first.


(MadMaximus) #3

im using non looped and non global speakers and they work fine with togglespeaker. i don’t want to hear thunder when im in the lower levels of my map, and it works fine. the speakers toggle and it plays when im in the open.


(G0-Gerbil) #4

yes but can you affect the volume? This is my real problem. Hope you say yes :slight_smile:


(MadMaximus) #5

lol… um… if i remember…
i forgot… i think yes… since they are not global, the volume works, at least from what i remember when i set em up last week… i tried them 1st at 256… but it was to quiet from the height i have them at… so i changed it to 512 and it works very good now…

i have 4 open area’s where i need the thunder ( well, 6 now… but i have only 4 area’s setup at the moment. )

5 speaker’s in each area for every thunder sound, with just the 5 targetnames of course.

here is a sample of my sps and the way it’s called, it’s identical to radar except they are not global… oh, and i changed the range to 1400 i think…

a snippet of the sps


	speakerDef {
		noise "sound/world/thunder_01.wav"
		origin 0.00 2592.00 2688.00
		targetname "thunderspeaker01"
		looped "no"
		broadcast "no"
		volume 512
		range 1400
	}

and the script that call’s that speaker, or the 4 of them ( since there are 3 other’s in diff area’s with the same targetname )


	trigger thunder01
	{
		alertentity lightning01
		togglespeaker thunderspeaker01
	}

but like i mentioned, it’s virtually identical to radar’s, just the range is ajusted a bit, and my speakers are placed high as i can get them, just under the sky ceiling.

the reason i didn’t use global speaker is that i have area’s that go deep underground where no lightning is seen, and i didn’t want thunder playing down there.


(G0-Gerbil) #6

Thanks, I’ll have a play around maybe next week - just to frustrated at it right this moment.
Cheers though :slight_smile: