[PSA] The "ambient_generic" requires additional inputs for a few things to work

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
89
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)
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
543
I have to experiment but this could be the reason why some sounds play so silently and you are better to use 2-3 of the same ambient_generic to make it louder.
 

Idolon

they/them
aa
Feb 7, 2008
2,123
6,137
The proper way to make sounds play louder is through soundscripts, but they're a bit of a pain to set up and pack, so duplicating the entity works in a pinch. If you run into edict count issues or want to further configure the sound to your liking, they're the way to go.
 

MOCOLONI

L6: Sharp Member
Dec 16, 2014
373
89
I have to experiment but this could be the reason why some sounds play so silently and you are better to use 2-3 of the same ambient_generic to make it louder.
The volume is already maxed out regardless of the value you set in the main window, so even if it's an actual problem (which I believe it is, because I have loud sounds that sound too silent), it's unrelated to this one case. Either make the entity to play Everywhere or add those characters next to the soundname so it may sound louder without the need of it being a global sound.