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loopsound problem
Posted: Thu May 13, 2004 4:38 pm
by agentmad007
hi ,
here is some part of my script
Code: Select all
.................................
bla bla bla
main:
////////////////////////sound////////////////////////////
local.master = spawn ScriptMaster
local.master aliascache ring sound/amb/ring.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj"
local.master aliascache open sound/amb/open.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj"
local.master aliascache kawoosh sound/amb/kawoosh.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj"
level waittill prespawn
bla bla
$speaker1 playsound open
$speaker2 playsound open
the command playsound work fine i hear my sound but.....
Code: Select all
$speaker1 loopsound open
$speaker2 loopsound open
dont work why ?
my sound isn't long enough so i had to looped it
thx
Posted: Thu May 13, 2004 4:41 pm
by blue60007

That should work.

Try re typing it, maybe there are some extra spaces or line breaks...
Posted: Thu May 13, 2004 4:47 pm
by agentmad007
hehe nono i m not blind this is very strange!
that loopsound command dont want to work !.....i dont want to edit the .wav with a music tool , damn ........but if its the only solution

Posted: Thu May 13, 2004 5:16 pm
by jv_map
Hmm never heard of this problem before...
Are you absolutely sure you can't hear the sound? Do you get any errors in the console? What kind of entities (classname) are $speaker1 and $speaker2?
Try changing the channel the sound plays on, like 'item' instead of auto.
Posted: Thu May 13, 2004 5:25 pm
by agentmad007
yes i m totally sure
in game i change the script command playsound to loopsound
playsound worked but loopsound dont want
thats the only thing i changed
my speakers are script_origin then i ll try item...........
thx.
Posted: Thu May 13, 2004 5:34 pm
by agentmad007
same dont work ........is there any rapport with the sound's quality?
i mean the bitrates .....do i have to convert the .wav to lowest quality ?
actually is 88 kbps
open
Posted: Thu May 13, 2004 5:36 pm
by tltrude
You sould not use "open" as the name because it is a script command word. Change it to "open_snd" or something like that.
level waittill spawn
thread start_sounds
end
//================
start_sounds:
wait 1 // sometimes a little wait is required
$speaker1 loopsound open_snd
$speaker2 loopsound open_snd
end
Posted: Thu May 13, 2004 7:00 pm
by agentmad007
Code: Select all
main:
////////////////////////sound////////////////////////////
local.master = spawn ScriptMaster
local.master aliascache open_gate sound/amb/oepn.wav soundparms 2.0 0.0 1.0 0.0 200 4000 auto loaded maps "m dm obj"
bla bla bla
wait 0.1====> added a key wait (tried even without )
$speaker1 loopsound open_gate====> changed open by open_gate
$speaker2 loopsound open_gate
dont work
Posted: Thu May 13, 2004 9:49 pm
by blue60007
Hmm...

Try using a script_model with these key/values:
model/ fx/dummy.tik
targetname speaker1
Although any entity can be a speaker, try that...
strange
Posted: Fri May 14, 2004 3:32 am
by tltrude
I got the wave file from him and tried it with a script_origin. Wouldn't work for me either. Changing it to a script_model fixed it, but still doesn't explain why loopsound fails with a script_origin. It might be something to do with it being an 8 bit wave file, not sure.
Posted: Sat May 15, 2004 3:48 am
by blue60007
I guess script_origin's can only play certain formats, while script_models can play all?

origins
Posted: Sat May 15, 2004 4:27 am
by tltrude
I have used script_origins to loop sound before with no problems. All of the stock wave files in the game are 16bit format.
Posted: Sat May 15, 2004 5:01 am
by blue60007
Then I guess script_origins only support 16bit audio.
Posted: Sat May 15, 2004 2:07 pm
by agentmad007
yes think same .......a script_origin can read some kind of format
my .wav was a 8 bit and only playable via script_model fx/dummy.tik