Computer sounds....EVERYWHERE! :(

Discussion in 'Mapping Questions & Discussion' started by Nosher, Mar 23, 2008.

  1. Nosher

    Nosher L4: Comfortable Member

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    I have ensured that the check box is NOT ticked on the 'play everywhere' on the flags tab and checked the max audible distance (all about 120), yet I can hear the damn computer in almost any part of the map!!

    Also checked the entity list to make sure I didn't have a rogue ambient generic somewhere....

    This is doing my head in!!

    Any ideas?

    Thanks
    Nosh.
     
  2. Pseudo

    Pseudo L6: Sharp Member

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    What soundfile are you using? Some sounds are defined as soundscripts that specify their own properties.
     
  3. Fingersniffer

    Fingersniffer L1: Registered

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    We're using ambient_generic, computer and machinery sounds.(I'm working with Nosh on the map, in case you're wondering).
     
  4. Pseudo

    Pseudo L6: Sharp Member

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    I meant what are the names of the sounds that you are using. One thing to try would be to set the sound browser to "raw" sound type instead of "game sounds", and then specify the actual name of the wav file.

    You might want to consider using soundscapes instead of ambient_generic. If the sounds are coming from a computer that is in the map and you only want it to be heard when players are near the computer, stick with ambient_generic. If you want the sound to be the background noise for an entire room or several rooms, you could use a soundscape with computer noises in that room and then have a different soundscape when outside. This is the method used in maps like 2fort, to make the computer sounds in the basement. You can see the TF2 soundscape here. Even if you use ambient_generic for the computer noises in that area, you should still be using soundscapes in your maps.
     
  5. Ze Inspector

    Ze Inspector L1: Registered

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    I've just be learning how to make soundscapes myself. Definitely go with the env_soundscape entity. Just remember that the player has to be within the area of effect, and have it in LOS for the sounds to start playing. It will continue to play until another one is triggered. I found it best to put them on either side of the doorway if I want each room to have its own sounds.
     
  6. Pseudo

    Pseudo L6: Sharp Member

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    I think what Valve does in the maps is set the radius of the soundscape to -1 so that it only has to be in the LOS and ignores the area of effect. Then you would put a env_soundscape_proxy on each side of a door, one pointing to the env_soundscape for your inside sounds and one for the outside.
     
  7. Ze Inspector

    Ze Inspector L1: Registered

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    Oh, clever! That's even better. I'll have to try that.