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ambient_generic

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If I start another looping ambient_generic (background music), does it replace the previous ambient_generic music that is already playing? Or does it simply add to the existing music (i.e. playing both music at the same time)?

If the effect is additive, how can I do it so that one music replaces the other? Apparently, fading out is buggy and does not work well.

I'm fairly certain that simultaneously playing ambient_generics do not override one another.

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Now with 100% more inline comments!

I don't know what the Valve programmers were on when they made that entity, but it is quite possibly the most broken entity in the SDK. And that's kind of pathetic considering how important sounds are in a game. Its VDC page has 11 bugs listed on it! What I've noticed is that individual sound files will each behave slightly differently when playing out of an ambient_generic. Some sounds will stop when you tell them to stop, others will keep going on like it's nobody's business. At any rate, play around with the different key values and flags and see what you can get to work.

Try out Twin Pillars, a Portal 2 map by BOB74j.

ag's are sorta buggy. But they are not broken. If you spend a minute mucking around with them, getting them just the way you like, it can turn out really nice and atmospheric.

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"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."

Indeed. What I found last night was that most ambient_generic sounds refuse to stop once it starts playing, no matter what you tell it to stop or fade out.

Quite annoying.

I found that also. But if you have the right sound file it works for some reason all of a sudden. Lol

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PortalStories.com
"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."
satchmo wrote:
Indeed. What I found last night was that most ambient_generic sounds refuse to stop once it starts playing, no matter what you tell it to stop or fade out.

Quite annoying.

I had that problem, so I just changed the volume to 0 and then to whatever you want. Like on my new may I wanted a fire sound to play when you go in the little triangle room, so I started the fire sound at the start of the game, but made its sound 0, and then when the fire goes on it changes to 10, then back to 0. works for me.

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How would I get a custom WAV file to play? I can't find an import sound button or something similar.

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Well first you need to put your sound file to portal 2/portal2/sound folder. Then just search your .wav file like you would any other sound.

You also need to pack that .wav to your .bsp to get the sound working. (With packrat for example)

Thanks, the volume trick worked!

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