- May 10, 2014
- 22
- 0
Hi everyone... I haven't been working on my map for many months, but I decided to go back to it.
Has anyone noticed this?
Go to a sound player window... in Hammer... for example in a env_soundscape, or even for a func_door...
Browse the list of sounds... you should see a lot of sounds from various games. Strangely TF2 has all the half-life sounds... OK...
Now scroll down to:
vo/demoman/etcetcetc
try playing them...
For me... I get nothing.
Most sounds work OK... but all the voice over files for TF2 fail. Strangely... I can play voiceovers for OTHER games OK.
...
I can hear the sounds OK in game... as long as they aren't being generated by a func_door or something... but by gameplay itself.
Yes I know it's wierd... but I'm trying to use func_doors to play voiceover sounds It's actually for a good reason...
I'm scripting an entire "event" using prop_static associated with TF2 player models... so I want to time events... and func_door seemed the easiest way. A bit like scripted events in Half-life-2 or so... when NPCs interact and talk to each other.
Regardless of func_door or not... the sounds won't play in any way... so my scripted events seem doomed.
Has anyone noticed this?
Go to a sound player window... in Hammer... for example in a env_soundscape, or even for a func_door...
Browse the list of sounds... you should see a lot of sounds from various games. Strangely TF2 has all the half-life sounds... OK...
Now scroll down to:
vo/demoman/etcetcetc
try playing them...
For me... I get nothing.
Most sounds work OK... but all the voice over files for TF2 fail. Strangely... I can play voiceovers for OTHER games OK.
...
I can hear the sounds OK in game... as long as they aren't being generated by a func_door or something... but by gameplay itself.
Yes I know it's wierd... but I'm trying to use func_doors to play voiceover sounds It's actually for a good reason...
I'm scripting an entire "event" using prop_static associated with TF2 player models... so I want to time events... and func_door seemed the easiest way. A bit like scripted events in Half-life-2 or so... when NPCs interact and talk to each other.
Regardless of func_door or not... the sounds won't play in any way... so my scripted events seem doomed.