View Full Version : Triggered Sounds
ChrisToth.hu
19th Oct 2000, 02:42 PM
I just can't make sounds that turn on and then off.
I tried the trigger amb sound and it didn't work.
I tried the special event (PlaySoundFX) and if I have a looping sound I can't turn it off. Actually the PlayAmbientSoundFX state doesn't seem to be working.
Do I HAVE to export the sound an make it unlooped and for example use timetriggers to have an alarm sound?? Or is there another way? ..... The truth is out there! :)))
Please help!
THNX!
rmcollins3
25th Oct 2000, 02:11 PM
I saw no responses, so I thought I'd try to help you out. Place a trigger in your level where you want the sound to be. Now place a special event there as well. Set the trigger event properties the same as the special event tag properties to link them up (you probably already know that). Now in your special event, set it to play sound effect in object initial state. Put your sound effect in there. Make sure it's a one shot sound though, not a looping one. Also, you can use looping ones, but you have to set the trigger open timed state to a small value or it will keep playing. Play with the radius and repeat trigger time to make it sound more random. That way you can't just run back and forth over it, setting off the sound. Hope it helps.
i-spie
26th Oct 2000, 12:27 PM
An ambient sound trigger like rmcollins said should work...though I have used sounds that played when the player was in close prox to the trigger.
You can also make it so that everyone in the level hears your sound event, or you can shoose just for the prox players to hear it.....using a "specialevent" trigger and then selecting the appropriate setting....
In my map DM-Geist I used both of these types...which you can DL and see how I set it up.....I used sound events near the cucified (<sp) nali that when you got too close to them a howl would play for everyone to hear....also, when entering the secret area (underwater route) a small music sample played.....
http://www.fileplanet.com/index.asp?section=745 (DM-Geist)
E-mail me if u need more info......
tarquin
7th Nov 2001, 04:44 PM
almighty bump!!!
for the edification of future generattions: did this work?
correct me if I'm wrong, but I didn't think SpecialEvent actor could be Untriggered, so the settings of the trigger won't affect it.
rmcollins3
7th Nov 2001, 04:54 PM
lmao, dang that's an old post.
i would now use a dynamicambientsound actor instead of the triggered ambient sound.
tarquin
7th Nov 2001, 04:59 PM
.... but as Chris wrote, we want a sound that is
a) triggered
b) produces one of the looped sounds, but
c) stops
Aphex
8th Nov 2001, 07:56 AM
Just a thought...
What about using a hidden mover?
Machismo
8th Nov 2001, 07:59 AM
Originally posted by tarquin
.... but as Chris wrote, we want a sound that is
a) triggered
b) produces one of the looped sounds, but
c) stops
this is what ya get when ya bump old posts :p
he already said in a newer thread a month ago to just use a triggerlight :D
see lodes site for more info :D
tarquin
8th Nov 2001, 11:07 AM
thanks Mach.
I'm off to look now...
from Lode's siteif you use a LightType such as LT_Strobe, LT_Pulse, LT_Flicker, ..., the sound will Strobe, Pulse, Flicker, ... as well.
I assume the sound is switched off with the light... :)
Originally posted by Aphex
Just a thought...
What about using a hidden mover?
aarrrg! no!
join the Association of Unreal Mappers Against Dirty Mapping Hacks today!
Aphex
8th Nov 2001, 12:20 PM
Originally posted by tarquin
aarrrg! no!
join the Association of Unreal Mappers Against Dirty Mapping Hacks today!
Hehe :E
If it works, hack it! ;)
ChrisToth.hu
8th Nov 2001, 12:39 PM
LOL
This thread is more than a year old. I've figured out a couple of ways to solve the prob since then.... :)
/me gets back to hacking..
tarquin
8th Nov 2001, 12:41 PM
I'd rather script than map-hack. :)
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