ambient_generic
Quote from Left4calvin on July 29, 2011, 5:16 pmBOB74j wrote: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.how odd, i have never had any problems with the ambient_generic.
how odd, i have never had any problems with the ambient_generic.
Quote from neco on July 29, 2011, 5:47 pmbaca25 wrote: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.Well, it worked for me as well until I recently added another ambient_generic for an additional chamber and it sre...d up everything! No idea why.
I've always built my own fade-in/fade-out logic_relays by increasing the volume over time per output but in this case it doesn't work. auto_logic-->>>volume=0-->>can't stop the sound??? The same goes for triggers. This definitely has to be solved in a future release. Properly working ambient_generics are a must. Any reliable workarounds???
Well, it worked for me as well until I recently added another ambient_generic for an additional chamber and it sre...d up everything! No idea why.
I've always built my own fade-in/fade-out logic_relays by increasing the volume over time per output but in this case it doesn't work. auto_logic-->>>volume=0-->>can't stop the sound??? The same goes for triggers. This definitely has to be solved in a future release. Properly working ambient_generics are a must. Any reliable workarounds???
