Need help with scripting.......again! *Issue Semi-Resolved*
Quote from Tmast98 on August 19, 2013, 12:41 pmHi,
I'm running into a problem with the custom music in a map of mine. In the map, when the player enters a funnel, the music immediately stops, however upon leaving the funnel, the music does not continue or resume playing. I have figured that I probably have to script the music to play, or keep playing, since I found something similar to this valve did for the music which plays in the funnel in the Wheatley Maps in the scripts folder (scripts/game_sounds_music_a4.txt).
Here is some information which might help you help me:
My map's name is sp_tmastmap
The ambient generic in the map is started by a trigger, not by the flag start silent being unchecked.
The ambient generic plays everywhere.
The ambient generic is not looped, but is instead looped by a relay which recalls itself every 187 seconds (the length of the music) to loop it. This does work. The music is also called by a logic_auto for when the player dies, which also works.
I hope that helps! Does anyone know how I would even begin going about getting the music working properly? I don't care if it is silent while in the funnel, I just would like the music to resume playing when the player leaves the funnel at least.
Thanks for the help!
Hi,
I'm running into a problem with the custom music in a map of mine. In the map, when the player enters a funnel, the music immediately stops, however upon leaving the funnel, the music does not continue or resume playing. I have figured that I probably have to script the music to play, or keep playing, since I found something similar to this valve did for the music which plays in the funnel in the Wheatley Maps in the scripts folder (scripts/game_sounds_music_a4.txt).
Here is some information which might help you help me:
My map's name is sp_tmastmap
The ambient generic in the map is started by a trigger, not by the flag start silent being unchecked.
The ambient generic plays everywhere.
The ambient generic is not looped, but is instead looped by a relay which recalls itself every 187 seconds (the length of the music) to loop it. This does work. The music is also called by a logic_auto for when the player dies, which also works.
I hope that helps! Does anyone know how I would even begin going about getting the music working properly? I don't care if it is silent while in the funnel, I just would like the music to resume playing when the player leaves the funnel at least.
Thanks for the help!
Quote from FelixGriffin on August 19, 2013, 9:03 pmYou should actually loop the music, for one.
Then make a soundscript, using the game_sounds_music_a4 or whatever for a sample, containing your sound with the operator stacks for tbin and tbout.
You should actually loop the music, for one.
Then make a soundscript, using the game_sounds_music_a4 or whatever for a sample, containing your sound with the operator stacks for tbin and tbout.
Quote from srs bsnss on August 20, 2013, 4:55 amI found that playing A4 music via an ambient generic, not using 'RAW' but 'GAME SOUNNDS', made TBeam music start playing when I was in one...while it's only applicable if it suits your map, perhaps it's worth a shot? I used "music.sp_a4_laser_catapult_b1". I also used "music.sp_a4_laser_catapult_l1" on a laser catcher.
I found that playing A4 music via an ambient generic, not using 'RAW' but 'GAME SOUNNDS', made TBeam music start playing when I was in one...while it's only applicable if it suits your map, perhaps it's worth a shot? I used "music.sp_a4_laser_catapult_b1". I also used "music.sp_a4_laser_catapult_l1" on a laser catcher.
Quote from Tmast98 on August 20, 2013, 3:35 pmWell, the problem is that it isn't a4 music, it's custom music.
Thanks for the advice though!
Well, the problem is that it isn't a4 music, it's custom music.
Thanks for the advice though!
Quote from DaMaGepy on August 21, 2013, 7:13 pmmy custom musics loop similarly but they just fade out a little while I'm in a funnel and volume goes back up when I'm out, they never stop. weird.
my custom musics loop similarly but they just fade out a little while I'm in a funnel and volume goes back up when I'm out, they never stop. weird.
Quote from Tmast98 on August 26, 2013, 2:48 pmAnyone else have any idea's of how to fix this issue? I've run up with nothing after another two days of attempting to fix this.
Anyone else have any idea's of how to fix this issue? I've run up with nothing after another two days of attempting to fix this.

Quote from TeamSpen210 on August 26, 2013, 3:32 pmI was trying to fix the music for my own map the other day using soundscripts. I was just copying bits from the a4 music and renaming them to match my map name. Mine works, except that the exursion funnel music is stuck on. That's probably a typo.
I was trying to fix the music for my own map the other day using soundscripts. I was just copying bits from the a4 music and renaming them to match my map name. Mine works, except that the exursion funnel music is stuck on. That's probably a typo.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from Tmast98 on August 26, 2013, 8:17 pmHey thanks for the help!
Question regarding the script. For editing it to play my music on exiting a funnel, is this the only part I would keep then?
{
"entry_name" "music.sp_a2_crushed_gel_tbin"
}
"stop_entry"
{
"match_entry" "music.sp_a2_crushed_gel_tbout"
}Never done scripting before so much of the script went over my head, but I take it I need to change the tbout music next to "match_entry" to the music I want?
Thanks for the help!
Hey thanks for the help!
Question regarding the script. For editing it to play my music on exiting a funnel, is this the only part I would keep then?
{
"entry_name" "music.sp_a2_crushed_gel_tbin"
}
"stop_entry"
{
"match_entry" "music.sp_a2_crushed_gel_tbout"
}
Never done scripting before so much of the script went over my head, but I take it I need to change the tbout music next to "match_entry" to the music I want?
Thanks for the help!

Quote from TeamSpen210 on August 26, 2013, 8:38 pmI don't understand soundscripts much either.
Probably what you should do is do a find/replace on "sp_a2_crushed_gel" to swap it with "sp_tmast_map" and set your background music to "music.sp_tmast_map". The "wave" sections are the ones to change to the actual music paths.
I don't understand soundscripts much either.
Probably what you should do is do a find/replace on "sp_a2_crushed_gel" to swap it with "sp_tmast_map" and set your background music to "music.sp_tmast_map". The "wave" sections are the ones to change to the actual music paths.
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]
Quote from Tmast98 on August 26, 2013, 8:50 pmOne last question, for the "wave", if the sound is in mp3 form do I change this to "mp3"?
One last question, for the "wave", if the sound is in mp3 form do I change this to "mp3"?