Please or Register to create posts and topics.

Sound Issues

Page 1 of 2Next

I'm trying to make sound start and stop in a certain area (a room sized trigger with StartTouch and EndTouch). I can get it to start, but I can't get it to stop. Is this a bug or is there something I'm missing?

Crazy is as crazy does.
My Work
[spoiler]Maps:
Revenge of the Angry Turrets
Capture the Cube [Co-op]
Capture the Cube 2 [Co-op]
TPWEGTH Sample Map
Aperture Aquatic Testing Center
Aperture Aquatic Testing Center 2
Aperture Time Testing Center
ML's Halloween Trick - 1000 downloads!
ML's Halloween Treat
ML's Combination - 1000 downloads!
ML's Jailbreak Labyrinth
ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]

I think the sound file with stops when the sound ends, i don't think you can trigger it to stop, correct me if I'm wrong

Well, the music in Portal 2 loops itself, and I know that the music stops near the end of the level. I want to know how to stop the sound without killing the sound entity and without messing with the volume.

Crazy is as crazy does.
My Work
[spoiler]Maps:
Revenge of the Angry Turrets
Capture the Cube [Co-op]
Capture the Cube 2 [Co-op]
TPWEGTH Sample Map
Aperture Aquatic Testing Center
Aperture Aquatic Testing Center 2
Aperture Time Testing Center
ML's Halloween Trick - 1000 downloads!
ML's Halloween Treat
ML's Combination - 1000 downloads!
ML's Jailbreak Labyrinth
ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]

I just tried this and it worked:

Made 2 brushes with trigger_once

Then added ambient_generic with the looping radio sound

trigger_once_1

OnStartTouch - ambient_generic - StartSound

trigger_once_2

OnStartTouch - ambient_generic - StopSound

Hope this helps

P.S In the flags section of the ambient_generic, theres a option to loop or not loop. That's how valve get the music to keep playing.

P.P.S The music only stops when you leave the map

The StopSound output only works with certain sounds.

I had the same problem, and the only way to stop the sound was to adjust the volume.

satchmo wrote:
The StopSound output only works with certain sounds.

I had the same problem, and the only way to stop the sound was to adjust the volume.

Well it actually only works on ambient music not voice

For voices, I go with logic_choreographed_scene

My problem is that I have more that one "music" sound in my map and even if the volume is turned to 0, the map starts to get laggy when the 2nd music is active while the 1st is muted. If I could forcibly stop the 1st music, then the map shouldn't be laggy when the 2nd music is active.

Crazy is as crazy does.
My Work
[spoiler]Maps:
Revenge of the Angry Turrets
Capture the Cube [Co-op]
Capture the Cube 2 [Co-op]
TPWEGTH Sample Map
Aperture Aquatic Testing Center
Aperture Aquatic Testing Center 2
Aperture Time Testing Center
ML's Halloween Trick - 1000 downloads!
ML's Halloween Treat
ML's Combination - 1000 downloads!
ML's Jailbreak Labyrinth
ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]

Have you tried using env_soundscape?

I think valve uses that.

EDIT: it uses a script

env_soundscape? I'll try using it tomarrow.

Crazy is as crazy does.
My Work
[spoiler]Maps:
Revenge of the Angry Turrets
Capture the Cube [Co-op]
Capture the Cube 2 [Co-op]
TPWEGTH Sample Map
Aperture Aquatic Testing Center
Aperture Aquatic Testing Center 2
Aperture Time Testing Center
ML's Halloween Trick - 1000 downloads!
ML's Halloween Treat
ML's Combination - 1000 downloads!
ML's Jailbreak Labyrinth
ML's Tricky Teamwork [Co-op]
WIP:
"Capture the Cube 3"
Workshop Maps Link: http://steamcommunity.com/profiles/76561198008890579/myworkshopfiles/[/spoiler]

I found that in coop (I'm guessing you are working on your coop playground map), sounds act differently than what it does with single player. Some sounds (especially music) cannot be stopped and a volume at 0 will not make it inaudible if the play everywhere flag is ticked.
The best way to get around this would be to use a custom env_soundscape (which spongy suggested) and make the soundscape triggerable rather than 'distance-triggerable' or 'overriding the current soundscape when it is view' like default.

Remember that env_soundscapes are a script file and go inside the scripts folder. The soundscape should be named 'soundscapes_mapnamehere'.

?????????????????????????????TWP Releases | My Workshop
Page 1 of 2Next