Is there any good ways to get Ambient sounds in a MultiPlayer Map?
I have a large map with above ground and underground Bunkers and Factory areas.
I would like the sounds to change when a player is in the bunkers or factory.
Ambient Sounds
Moderator: Moderators
That is a really bad idea. Why you ask? Well you basiccally do the same thing as in SP of placing triggers in the doors of houses. So when the player passes it. This will play different sounds. The bad part about it is that well everytime a player in multi player match goes through the door the soud WILL change BUT, IT WILL CHANGE FOR ALL THE PLAYERS.
Eventhough they are not IN that building. So if you were lets say..
the last peson alive and you enter a house the opposing force will automaticlly know where you are and then BAM your dead.
But what i have seen is you can try to put somnething into an area that will be kind of like a speaker so when you are THAT close to the speaker you will here that specific sound playing. UNfotunatly i dont not know how to do that. Either do a search or wait for jv's answer to this post.
Eventhough they are not IN that building. So if you were lets say..
the last peson alive and you enter a house the opposing force will automaticlly know where you are and then BAM your dead.
But what i have seen is you can try to put somnething into an area that will be kind of like a speaker so when you are THAT close to the speaker you will here that specific sound playing. UNfotunatly i dont not know how to do that. Either do a search or wait for jv's answer to this post.
Speakers
I was looking into the "speakers"
Why couldn't I place a speaker in a room and play the ambient sound for the room?
Does anyone know how to do this?
Or can it even be done?
How would I trigger the speaker? (does it need a trigger)
Why couldn't I place a speaker in a room and play the ambient sound for the room?
Does anyone know how to do this?
Or can it even be done?
How would I trigger the speaker? (does it need a trigger)
-
nuggets
- General
- Posts: 1006
- Joined: Fri Feb 28, 2003 2:57 am
- Location: U-england-K (england in the UK) :P
- Contact:
i'm not 100% sure about the sounds but there shouldn't b a problem with getting ambient sounds in different areas,
some points i am sure of tho:
u will need 2 have all ambient sounds playing at the start,
there will b a line of script that will enable you to change the volume of the sounds (i'll try 2 find out what this is)
you will need 2 "double triggers" to pick up on character movement with the "if" function in the script that'll determine which way they're heading and then set the volume to increase once they have passed that area
e.g
door frame
ROOM1 Trigger_1a (space for player start) Trigger_2a ROOM2
Trigger_1b Trigger_2b
then the script (i could work out but that's the good part) will go something like
make Trigger_1a trigger_mulitple
targetname Trigger_1a
setthread :sound_1
:sound_1
$Trigger_1a nottriggerable
$Trigger_2a nottriggerable
$Trigger_1b triggerable
$Trigger_2b triggerable
if $Trigger_1b has been activated
then volume of Room1 will stay at something like 80 (just an example)
volume of Room2 will stay at something like 15 (another example)
wait 1.5
$Trigger_1a triggerable
$Trigger_2a triggerable
$Trigger_1b nottriggerable
$Trigger_2b nottriggerable
else if $Trigger_2b has been activated
then volume of Room1 will lower to 15
volume of Room2 will raise to 80
wait 1.5
$Trigger_1a triggerable
$Trigger_2a triggerable
$Trigger_1b nottriggerable
$Trigger_2b nottriggerable
end
this has just been made up from the top of my head but the theory behind it will work, i'll try it out in a couple of days and post the script 4 every1 2 use but at present i'm trying 2 animate slack in a chain, 4 now however good luck
some points i am sure of tho:
u will need 2 have all ambient sounds playing at the start,
there will b a line of script that will enable you to change the volume of the sounds (i'll try 2 find out what this is)
you will need 2 "double triggers" to pick up on character movement with the "if" function in the script that'll determine which way they're heading and then set the volume to increase once they have passed that area
e.g
door frame
ROOM1 Trigger_1a (space for player start) Trigger_2a ROOM2
Trigger_1b Trigger_2b
then the script (i could work out but that's the good part) will go something like
make Trigger_1a trigger_mulitple
targetname Trigger_1a
setthread :sound_1
:sound_1
$Trigger_1a nottriggerable
$Trigger_2a nottriggerable
$Trigger_1b triggerable
$Trigger_2b triggerable
if $Trigger_1b has been activated
then volume of Room1 will stay at something like 80 (just an example)
volume of Room2 will stay at something like 15 (another example)
wait 1.5
$Trigger_1a triggerable
$Trigger_2a triggerable
$Trigger_1b nottriggerable
$Trigger_2b nottriggerable
else if $Trigger_2b has been activated
then volume of Room1 will lower to 15
volume of Room2 will raise to 80
wait 1.5
$Trigger_1a triggerable
$Trigger_2a triggerable
$Trigger_1b nottriggerable
$Trigger_2b nottriggerable
end
this has just been made up from the top of my head but the theory behind it will work, i'll try it out in a couple of days and post the script 4 every1 2 use but at present i'm trying 2 animate slack in a chain, 4 now however good luck
hope this helps, prob not cos it's all foreign 2 me :-/
What makes you say that this will make all players hear the triggered sound >? I made a map called 'Riverside' which uses these triggers. This map has been out for over a year now. I have played on it countless times and never once did I hear a sound that I shouldnt be hearing. All the times I have played the map were on dedicated servers. Also never once did anyone make a reply to me about this happening in my map. So why do you say ambient triggers trigger everyone ?Yarik wrote:That is a really bad idea. Why you ask? Well you basiccally do the same thing as in SP of placing triggers in the doors of houses. So when the player passes it. This will play different sounds. The bad part about it is that well everytime a player in multi player match goes through the door the soud WILL change BUT, IT WILL CHANGE FOR ALL THE PLAYERS.
Eventhough they are not IN that building. So if you were lets say..
the last peson alive and you enter a house the opposing force will automaticlly know where you are and then BAM your dead.![]()
But what i have seen is you can try to put somnething into an area that will be kind of like a speaker so when you are THAT close to the speaker you will here that specific sound playing. UNfotunatly i dont not know how to do that. Either do a search or wait for jv's answer to this post.
G3mInI

