sounds interior and exterior

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small_sumo
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sounds interior and exterior

Post by small_sumo »

I did a search and I know I have read about it here, so sorry in advance I just couldnt find it. I have a rainy map and dont want lightening and exterior sounds inside.

Thanks
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bdbodger
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Post by bdbodger »

in the .mus file for m1l1 they have

normal Amb_M1_TownExt.mp3 // Player Start
aux1 Amb_M1_TownExt.mp3 // Exterior 1 - all exteriors
aux2 Amb_M1_Interior_01.mp3 // Interior 1 - all interiors

I looked at the script but could not find anything about it in there so I looked at the bsp with notepad and seen trigger_multiples with targetname interior and exterior my guess is that they are doing from code not script . Maybe put a trigger multiple just inside the door targetname interior and one just outside the door targetname exterior .
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Post by small_sumo »

Cool I am gonna try that right now. I get this console error with my map right now. I hope this works.

:)

Thanks heaps

error

Tiki:LoadFile Couldn't load models/player/german_winter2_fps.tik
class is not a valid channel on rain_ext alias.
ERROR: Expecting streamed or loaded in ubersound and got 'ScriptThread' on alias rain_ext
Unknown parameter for rain_ext alias
class is not a valid channel on rain_int alias.
ERROR: Expecting streamed or loaded in ubersound and got 'ScriptThread' on alias rain_int
Unknown parameter for rain_int alias
class is not a valid channel on rain_roof alias.
ERROR: Expecting streamed or loaded in ubersound and got 'ScriptThread' on alias rain_roof
Unknown parameter for rain_roof alias
class is not a valid channel on rain_window alias.
ERROR: Expecting streamed or loaded in ubersound and got 'ScriptThread' on alias rain_window
Unknown parameter for rain_window alias
class is not a valid channel on rain_puddle alias.
ERROR: Expecting streamed or loaded in ubersound and got 'ScriptThread' on alias rain_puddle
Unknown parameter for rain_puddle alias
class is not a valid channel on rain_plant alias.
ERROR: Expecting streamed or loaded in ubersound and got 'ScriptThread' on alias rain_plant
Unknown parameter for rain_plant alias
class is not a valid channel on wind_weak alias.
ERROR: Expecting streamed or loaded in ubersound and got 'ScriptThread' on alias wind_weak
Unknown parameter for wind_weak alias
class is not a valid channel on wind_strong alias.
ERROR: Expecting streamed or loaded in ubersound and got 'ScriptThread' on alias wind_strong
Unknown parameter for wind_strong alias
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tltrude
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Singleplayer

Post by tltrude »

What bdbodger is talking about is only for singleplayer maps. In multiplayer, if one player trips the trigger, all will hear the sound change.
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small_sumo
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Post by small_sumo »

What should I do Tom?
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tltrude
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Tutorial

Post by tltrude »

This is a quote from the ambient sound tutorial Wacko and I are working on (almost done).

"Say, you want to add some wind howling in the trees next to a building. This can be done by placing a speaker in the center of the group of trees, and looping the wind sound with a line in the script. Or, by just adding one speaker to your map that plays the sound everywhere ("local" channel). Either way, you'll want the sound to stop for players that enter buildings or tunnels--as it would in real life. This can now be done with two or more vis_leafgroup brushes. When a player enters a vis brush that targets another, any entity contained in the targeted vis brush is hidden--including speaker entities. And, a hidden speaker does not loop sound!"
Last edited by tltrude on Tue Nov 25, 2003 2:22 am, edited 1 time in total.
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Post by jv_map »

class is not a valid channel on rain_ext alias.
ERROR: Expecting streamed or loaded in ubersound and got 'ScriptThread' on alias rain_ext
Unknown parameter for rain_ext alias

You need to type "local" instead of just local in the alias definition ;).
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small_sumo
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Post by small_sumo »

So I should drop those triggers and try useing my leafgroups instead ....... and fix those aliases. Thanks guys, I would be lost without yas.

8-)
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Re: sounds interior and exterior

Post by WarTech »

small_sumo wrote:I did a search and I know I have read about it here, so sorry in advance I just couldnt find it. I have a rainy map and dont want lightening and exterior sounds inside.

Thanks
Ok small_sumo, I have been working on the single player maps and making them run as Team Match and that was one of the issues we had and have corrected already. Very cool, now you can hear all the effects outside but when you go into the buildings, you hear the rain hitting the roof so it changes the effect like you want. We traced it back to the ambient.scr and we got it to work. The ambient calls for the ambience.scr and also the makearray.scr. All you do is just add the ambient.scr (my-map-name-here) and it does the rest for you. Now if it dont do it you will have to open the ambince.scr and add your map there. Or you can do it this way ambient.scr m5l1a and should work.

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Re: sounds interior and exterior

Post by tltrude »

[quote="WarTech] ...and it does the rest for you.[/quote]

This is an old thread and he already posted his maps. But I think you are wrong in saying it is all automatic. In a singleplayer map, there has to be triggers on the outside doors to make the sound change. And, that wont work in multiplayer because the sound changes for everyone when one player walks inside.
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WarTech
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Re: sounds interior and exterior

Post by WarTech »

tltrude wrote:[quote="WarTech] ...and it does the rest for you.
This is an old thread and he already posted his maps. But I think you are wrong in saying it is all automatic. In a singleplayer map, there has to be triggers on the outside doors to make the sound change. And, that wont work in multiplayer because the sound changes for everyone when one player walks inside.[/quote]

Ok, however from what we have tested and continue to run the sounds are some how changing for the player that steps in the building not the ones outside. We asked the question plus we also tried on the lan only and to make sure cuz we also had that question about does it change for all or just individually. Dont know how is doing it but its doing it LOL.
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sounds interior and exterior

Post by Gold »

ok it may be true that there is sound triggers within the bsp but Wartech is correct when he says if one player in multiplayer steps into the building that it doesnt change the sound for everyone else,,,me and my son has also tested this on lan,,,,we used the following bsp m5l1a,,,along with the mohha global ambience,,,ambient and the makearray.scr,,,and both me and my son hear the sounds differently within the map according to our location,,meaning we hear indoor sounds indoors and outdoor sounds outdoors,,,in multiplayer lol,also by adding the ambience and ambient scripts it brought all the sounds back to life within the map,,if ya simply take a look see into the above scripts ya can see why this would work,,hope this helps
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Post by omniscient »

dude, theres a tutroial on thisin the tut section..... its called ambient sounds/background music methinks
WarTech
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Post by WarTech »

omniscient wrote:dude, theres a tutroial on thisin the tut section..... its called ambient sounds/background music methinks
Yes I know, Thanks!!

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Post by omniscient »

hehe, ok.
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