- Dec 16, 2014
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I'm not sure if this is already known (I did some research regarding an issue but I found no results), nor if it's a problem in TF2 or the Source engine itself: at least 3 of the direct properties on ambient_generic's main tab don't seem to work at all without giving the entity respective inputs, including the Volume (always set to 10), Fade-In/Fade-Out, and the Pitch (always set to 100). I was testing a few things on a map when I noticed that no matter what values I set to these 3 properties, nothing seemed to take effect.
The only fix was manipulating the values in-game (ent_fire ambient_generic volume n / fadein n/fadeout n / pitch n) while the sound was playing; otherwise, the PlaySound input would set everything back to the default values.
If you're looking to customize any of these properties as soon as your ambient_generic entity starts playing, delay the above inputs by a millisecond (e.g: logic_relay plays a sound in 0.00 when triggered, followed by an input with a delay of 0.01)
The only fix was manipulating the values in-game (ent_fire ambient_generic volume n / fadein n/fadeout n / pitch n) while the sound was playing; otherwise, the PlaySound input would set everything back to the default values.
If you're looking to customize any of these properties as soon as your ambient_generic entity starts playing, delay the above inputs by a millisecond (e.g: logic_relay plays a sound in 0.00 when triggered, followed by an input with a delay of 0.01)