Trouble with Blue Gel
Quote from Ultiman9711 on June 23, 2013, 3:49 pmI'm currently working on a [rather large] map, and in the first half, blue gel works fine. But once I make my way to the second half, when I jump on the blue gel there, no "boing" sound is played, I land, and then the "boing" sound that's supposed to be played when I jump plays. The only thing I can think of is the music that I've played and then killed isn't actually killed, and the game has multiple overlapping music tracks running at the same time. But it is only 3 other tracks! Anyone have any ideas?
I'm currently working on a [rather large] map, and in the first half, blue gel works fine. But once I make my way to the second half, when I jump on the blue gel there, no "boing" sound is played, I land, and then the "boing" sound that's supposed to be played when I jump plays. The only thing I can think of is the music that I've played and then killed isn't actually killed, and the game has multiple overlapping music tracks running at the same time. But it is only 3 other tracks! Anyone have any ideas?
Quote from User on June 23, 2013, 4:27 pmTest your map without your Background Music/Tracks, and you will see if the Tracks are causing that problem.
Test your map without your Background Music/Tracks, and you will see if the Tracks are causing that problem.
Quote from Ultiman9711 on June 23, 2013, 9:05 pmAlright, I just tried that, and it worked! Thanks! However, is there a way to really kill ambient_generics, or am I stuck having to actually not have a certain music track?
Alright, I just tried that, and it worked! Thanks! However, is there a way to really kill ambient_generics, or am I stuck having to actually not have a certain music track?

Quote from josepezdj on June 24, 2013, 4:07 amWhat about killing the ambient_generic plus an audio cache update? you can have a point_clientcommand and fire an output via a logic_relay like so:
OnTrigger > [clientcommand_name] > Command > snd_updateaudiocache
Or maybe snd_rebuildaudiocache.
I haven't tried this though, but maybe this way you get rid of the sounds that are being played in the background...
What about killing the ambient_generic plus an audio cache update? you can have a point_clientcommand and fire an output via a logic_relay like so:
OnTrigger > [clientcommand_name] > Command > snd_updateaudiocache
Or maybe snd_rebuildaudiocache.
I haven't tried this though, but maybe this way you get rid of the sounds that are being played in the background...
Quote from Ultiman9711 on June 24, 2013, 1:39 pmI tried that, but it also comes up briefly with the console window as it rebuilds. It also didn't fix the problem. I might have to cut the blue gel from the equation if I want to finish this map.
I tried that, but it also comes up briefly with the console window as it rebuilds. It also didn't fix the problem. I might have to cut the blue gel from the equation if I want to finish this map.
Quote from FelixGriffin on June 26, 2013, 12:20 pmDon't kill an ambient_generic, disable it first. This will only work on a looped sound with Start Silent checked and Is NOT Looped unchecked.
Don't kill an ambient_generic, disable it first. This will only work on a looped sound with Start Silent checked and Is NOT Looped unchecked.