Ambient Generic vs. Soundscape

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
So, I have giant teleporters in battle of the gods, and the ones by spawn "power up" for 5 seconds after being triggered before teleporting. During that time, Building_Teleporter.SpinLevel3 is appropriate... I've got it as an ambient generic with startsound and stopsound triggers, but once it starts it refuses to shut up.

Some people have told me that it needs to start disabled...but I dont' see a keyvalue for that. THere's a flag for start silent, and that's checked...but I don't know if that's what they're talking about.

Can my goal be accomplished with a soundscape easier/instead?
 

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
Should you encounter a similar problem, unchecking the "Is NOT looped" flag makes stopsound work apparently.