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NarkyBark
13th Feb 2000, 02:29 PM
For the life of me I can't seem to get this to work. The scenario: button is pushed, I want a looping sound to play from then on.
Can't get any sound to play with TriggeredAmbientSound; nor will I get any sound with SpecialEvent set to PlayAmbientSound.
I WILL get a looping sound with SpecialEvent/PlaySoundEffect, but once you leave the radius of the sound it will become silent again, ie if you go close to it again the sound is not still playing.

I really don't want to set up a complex DynamicSound for this, it's unnecessary. But there's got to be a way to do this simple effect... what am I missing?

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Maps: http://www.clock.org/~psarris/levels

Sadly, the heavens have opened, and I'm alone, Sweet Charity...

FatAsss
14th Feb 2000, 04:25 AM
extend the radius of the sound,
or try having a look at an epic map for example phobos or metal dream both have a sound on either the elevator activating and the crtane activating

NarkyBark
14th Feb 2000, 01:17 PM
It's not the radius, nor the volume...

Elevators and cranes are movers, which are assigned their own sound effects. That's actually what I'm using as a temporary fix, which isn't perfect (the sound stops after 10 seconds or so) but I suppose it's better than nothing...

Aquahutch
14th Feb 2000, 09:33 PM
Sorry NarkyBark I don't have any answers for you I just wanted to thank you for helping me with my custom sounds. Thanks

Wanderer
15th Feb 2000, 05:27 PM
Somebody came to the conclusion to just use a TriggeredLight instead. Apparently it worked.