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
