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How to get that Sound before GLaDOS speaks?

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GLaDOS is speaking several times in my map. I made that with a generic_actor entity and multiple logic_choreographed_scene entities.

But as you know, in the normal game there's a little noise which always can be heard before GlaDOS speaks and after she has spoken. I'll just call it "alert noise" now. I hope you know what I mean. So you always know "Ok, now she starts speaking." and "She has finsihed now."

But in my custom map these "alert sounds" aren't played. GlaDOS just starts and stops talking "surprisingly". How do I get that sound? Do I have to implement it separately for every scene?

You will need to use a "ambient_generic" with the sound "labsding_on.wav" and "labsding_off.wav" or if you useing portal 1 "voaperture_aiding_on.wav" "voaperture_aiding_off.wav"

If you use the scene files to play the glados sounds it automatically does it for you. But yes, ambient generic needed if no scenes.

EDIT: This is for you: http://chickenmobile.deviantart.com/#/d4v6g9p

?????????????????????????????TWP Releases | My Workshop

For me?

GLaDOS CUBE wrote:
For me?

It is darn obvious you like rainbow dash :P

?????????????????????????????TWP Releases | My Workshop

Its that obvious? Image

Well, for example I use a logic_choreographed_scene entity with "scenes/npc/glados/testchambermisc39.vcd" which is triggered when I enter the test chamber. This should be the scene file right? But it does not play that alert sound.

Like i said

Quote:
You will need to use a "ambient_generic" with the sound "labsding_on.wav" and "labsding_off.wav"

Just put it before the logic_choreographed_scene

And how?

andu wrote:
And how?

see how long the on and off sounds take; (onwhateverstartstheannouncement; turnonsound;playsound;0.00
onwhateverstartstheannouncement; announcement; theinputtostartachoreochravedscene; time it takesfor turnoffsound.
I believe scenes have a onendscene thing; use that to trigger turnoffsound. If that doesn't work let the thing that triggers the scene play turnoff sound after a delay equal to the lenght of the turnonsound and announcement together.

Hope that helped.

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