Jv Map...question?

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G3mInI
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Jv Map...question?

Post by G3mInI »

Hey man...

I am still stuck on the 'sound effects' issue we had ohh about 8 or so months ago. At that time it was told to me that if I put in ambient sounds, such as those when walking inside and outside, that since it is server side that all clients will hear the change when one client walks through the trigger. But if I placed ambient sounds in certain areas that played constantly that would work ?

Now my question is, in multiplayer maps such as Destroyed Village and Remagen, I hear specific sounds and nobody else does. How did they do it ?

Destroyed Village: On the 'allied' side of the map, at the end of the street the tank is on, up on the red bricked corner in and amongst the bushes, you can most definitely hear wind. As you walk away from this area the wind gets further away and disappears alltogether.

Remagen: In the arches area that span the red brick road, especially near the center you can hear wind blowing.

There are others too such as in Bridge when you walk into the sewer part the background ambience changes to a howling wind type sound. And then changes again when you emerge from the sewer.

I want to have changing ambient bg sounds when entering exiting buildings as they did it in bridge. How ?

G3mInI
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Post by jv_map »

You pretty much said it yourself... place positional ambiences that can only be heard from a relatively small distance away. See the Adding Custom Sounds tut :wink:
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lizardkid
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Post by lizardkid »

this probably ought to have been a PM.
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tltrude
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positional ambiences

Post by tltrude »

By "positional ambiences", jv_map means entities (like dummy script models) that act as speakers for the looping sounds.
Tom Trude,

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