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Sound question
Posted: Sun Feb 02, 2003 12:42 am
by Faceball
I read the tut, and no kidding that it hard stuff to follow. I'm not wanting to place specific sounds.
Can you do something simple that makes sound over the entire map. I love the sounds like on the Hunt.....i believe that's the map with the sounds that sound like distant gun fire......
Posted: Sun Feb 02, 2003 1:09 am
by Innkeeper
If you mean "The Hunt for the King Tiger - Destroyed Village" that is mus_TigerTank_01a.mp3. Add this below level waittill spawn.
Code: Select all
level waittill spawn
wait 2
$player stufftext "tmstartloop sound/music/mus_TigerTank_01a.mp3"
Posted: Sun Feb 02, 2003 7:05 pm
by Faceball
That's it thank you very much....
i'm guessing i need to make a sound folder and place it in the so it recognizes it to play.....

Posted: Sun Feb 02, 2003 10:36 pm
by Innkeeper
It should already be there.
Posted: Mon Feb 03, 2003 4:20 pm
by Faceball
Oh good thing to know. Make it easier.
So is the only time you need to include a sound folder in you PK.3 when you make your own sound?
Thx again
Posted: Mon Feb 03, 2003 4:31 pm
by jv_map
Mohaa can't stream sounds from a pk3 file

Posted: Mon Feb 03, 2003 7:31 pm
by Shifty
Man that would be so great if it could

Posted: Mon Feb 03, 2003 7:52 pm
by Angex
Well it would be impossible for a compressed sound file to be streamed. I suppose they could of implemented a system where sound files are extracted to a temp folder then deleted on exiting the game. Similar sort of thing to how winzip works.
Posted: Mon Feb 03, 2003 8:00 pm
by jv_map
It's possible to do so for regular sound files (e.g. gun sounds), but you can't use a tmstart command for these

.
Posted: Mon Feb 03, 2003 10:43 pm
by Faceball
Hmmm, i think i'm a bit more confused.....
So if i wanna have the sound on my map as like on Destroyed Village all i need to do is add the line stated above by Innkeeper in my script and all is good to go?
Posted: Tue Feb 04, 2003 2:45 am
by mohaa_rox
Yes, maybe also add ambient sounds.