Echoing Sounds
Quote from SpcAgentOrange on June 4, 2011, 4:59 pmI've just uploaded a map that I'm having some problems with.
First (and this isn't the problem), the second room is incomplete. I intend to add more puzzles. What I have now is mostly placeholders.
Second, however, is a sound problem. Entering the second room causes floodlights to turn on. I've got an ambient_generic for the sound of each spotlight turning on, triggered by the same trigger_once that turns on the lights. However, the sound of the spotlights seems to keep going, and going, and going. For, like, 30 seconds. (It's not obnoxious - it's not continuous, you just hear the lights click on again. And again. And again.)
Any suggestions on how to fix that? Also, this is the first map I've ever shared. I would appreciate any other feedback people might have.
Thanks,
SpcAgentO
I've just uploaded a map that I'm having some problems with.
First (and this isn't the problem), the second room is incomplete. I intend to add more puzzles. What I have now is mostly placeholders.
Second, however, is a sound problem. Entering the second room causes floodlights to turn on. I've got an ambient_generic for the sound of each spotlight turning on, triggered by the same trigger_once that turns on the lights. However, the sound of the spotlights seems to keep going, and going, and going. For, like, 30 seconds. (It's not obnoxious - it's not continuous, you just hear the lights click on again. And again. And again.)
Any suggestions on how to fix that? Also, this is the first map I've ever shared. I would appreciate any other feedback people might have.
Thanks,
SpcAgentO
Quote from Madk on June 4, 2011, 5:23 pmI always have this same problem with my ambient_generics, even when checking things like 'play once' and 'don't loop'
I always have this same problem with my ambient_generics, even when checking things like 'play once' and 'don't loop'
Quote from ChickenMobile on June 5, 2011, 1:28 amHow long is the sound you are playing? It could be that the sound you are playing for each of the lights are a long sound.
How long is the sound you are playing? It could be that the sound you are playing for each of the lights are a long sound.
Quote from SpcAgentOrange on June 5, 2011, 8:56 amchickenmobile wrote:How long is the sound you are playing? It could be that the sound you are playing for each of the lights are a long sound.When I listen to the sound in the sound picker, it's over in less than a second - it's that loud "kchunk" sound you get when turning on stadium lights. When I click "preview" in the picker, the sound does not seem to echo or continue that long.
I've placed the sounds in an especially large room. Does Source do sound echoes? Or is it just some error in ambient_generic?
Thanks,
SpcAgentO
When I listen to the sound in the sound picker, it's over in less than a second - it's that loud "kchunk" sound you get when turning on stadium lights. When I click "preview" in the picker, the sound does not seem to echo or continue that long.
I've placed the sounds in an especially large room. Does Source do sound echoes? Or is it just some error in ambient_generic?
Thanks,
SpcAgentO
Quote from ChickenMobile on June 5, 2011, 11:57 amIt shouldn't echo. Try the stopSound input on a button for a test to see if it is a looping sound (it will continually stuff up if its a looping sound and you have looping sound unchecked).
If you used "toggleSound" to play the sound I wouldnt know what effect it has on that either.
It shouldn't echo. Try the stopSound input on a button for a test to see if it is a looping sound (it will continually stuff up if its a looping sound and you have looping sound unchecked).
If you used "toggleSound" to play the sound I wouldnt know what effect it has on that either.
Quote from Marlovious on June 5, 2011, 12:06 pmchickenmobile wrote:It shouldn't echo. Try the stopSound input on a button for a test to see if it is a looping sound (it will continually stuff up if its a looping sound and you have looping sound unchecked).This, in your trigger_once, "ontrigger, ambient_sound, playsound, 0.00" and "ontrigger, ambient_sound, stopsound, 3.00"
Just change the delay on the stop sound until you get the desired effect.
This, in your trigger_once, "ontrigger, ambient_sound, playsound, 0.00" and "ontrigger, ambient_sound, stopsound, 3.00"
Just change the delay on the stop sound until you get the desired effect.
