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

Discussion in 'Team Fortress 2 Talk' started by MOCOLONI, May 23, 2017.

  1. MOCOLONI

    MOCOLONI L5: Dapper Member

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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)
     
  2. ics

    aa ics http://ics-base.net

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    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.
     
  3. Idolon

    aa Idolon the worst admin

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    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.
     
    • Agree Agree x 1
  4. MOCOLONI

    MOCOLONI L5: Dapper Member

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    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.
     
  5. Tumbolisu

    aa Tumbolisu  I ⌄ I 

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    That is for soundscripts only, which already have a seperate way to adjust volume.
     
  6. MOCOLONI

    MOCOLONI L5: Dapper Member

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    It works on my map just fine by adding characters to the Sound Name.