Sound
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chrisjbooth2001
- Colour Sergeant
- Posts: 77
- Joined: Thu Dec 18, 2003 12:57 am
Sound
$axissource playsound thesound
How would I define how far people can hear this? It is being heard all the way across the map...
Simple answer with an example say comparing it to radiant.
(IF I wanted it to be heard 200 units away, would the value be 200?)
How would I define how far people can hear this? It is being heard all the way across the map...
Simple answer with an example say comparing it to radiant.
(IF I wanted it to be heard 200 units away, would the value be 200?)
thesound
I will assume you have an alias named "thesound" for this. The min and max ranges are set in the ubersound workaroud line. As is the volume.
local.master aliascache train_eng sound/train/train1.wav soundparms 1 0.0 0.8 0.0 1500 6000 auto loaded maps "m dm moh obj "
local.master aliascache train_eng sound/train/train1.wav soundparms 1 0.0 0.8 0.0 1500 6000 auto loaded maps "m dm moh obj "
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chrisjbooth2001
- Colour Sergeant
- Posts: 77
- Joined: Thu Dec 18, 2003 12:57 am
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chrisjbooth2001
- Colour Sergeant
- Posts: 77
- Joined: Thu Dec 18, 2003 12:57 am
- HDL_CinC_Dragon
- Brigadier General
- Posts: 574
- Joined: Mon Dec 22, 2003 8:32 pm
i have a Q about sound... i took a sound file and converted it to .WAV and put it in my mohaa/main/sounds folder and then i went into radiant and put in a Sound > Speaker and gave it Targetname: Sound and made it have the .WAV using the "sound" button in the properties window, then i made a Trigger and simply told it to Target Sound. I put the Toggle on for the speaker also. Should this work becuase it dosnt? did I make a small error or is this totally wrong?
Try addinf these lines to your map's script, above "level waittill prespawn".
local.master = spawn ScriptMaster
local.master aliascache sound sound/sound.wav soundparms 1.0 0.0 1.0 0.0 160 1600 auto loaded maps "m dm moh obj "
As you can see, it gets a little confusing when you name everything "sound". So this might be better.
local.master = spawn ScriptMaster
local.master aliascache mysound sound/my_snd.wav soundparms 1.0 0.0 1.0 0.0 160 1600 auto loaded maps "m dm moh obj "
So, now the new wav sound will have the alias name "mysound", but only if the wave file is named "my_snd.wav". You can change those names if you like.
local.master = spawn ScriptMaster
local.master aliascache sound sound/sound.wav soundparms 1.0 0.0 1.0 0.0 160 1600 auto loaded maps "m dm moh obj "
As you can see, it gets a little confusing when you name everything "sound". So this might be better.
local.master = spawn ScriptMaster
local.master aliascache mysound sound/my_snd.wav soundparms 1.0 0.0 1.0 0.0 160 1600 auto loaded maps "m dm moh obj "
So, now the new wav sound will have the alias name "mysound", but only if the wave file is named "my_snd.wav". You can change those names if you like.
yes
Yes, you can add as many local.master aliascache lines as you need. Mostly they are used to make sounds work in a different game type from the ones listed for them in the ubersound script.
- HDL_CinC_Dragon
- Brigadier General
- Posts: 574
- Joined: Mon Dec 22, 2003 8:32 pm
The_sound
The game has to know which wave file to play when it is told to play, or loop, the alias name "The_Sound". Normally it would look in the main/ubersound/ubersound.scr script for the answer and, of course, it would not find that name. So, adding the local.master workaround gives it the answer it needs. It also tells it what volume/pitch to use, how far the sound should travel, what channel to use, and for which map/game types it should be loaded.
Your thread will work fine, as long as the game can find that alias name.
Your thread will work fine, as long as the game can find that alias name.
SH
For spearhead the work around is a bit different. Read this thread.
/forum/viewtopic.php?t=7402&highlight=spearhead+ubersound
/forum/viewtopic.php?t=7402&highlight=spearhead+ubersound
- HDL_CinC_Dragon
- Brigadier General
- Posts: 574
- Joined: Mon Dec 22, 2003 8:32 pm


