patchx Posted July 21, 2002 Posted July 21, 2002 does anyone know how ambiant soundsets for worldspawn work and how and if you can make a new one?
Emon Posted July 26, 2002 Posted July 26, 2002 I would image you edit sound.txt in GameData\Base\Sound
Emon Posted July 26, 2002 Posted July 26, 2002 1. Patch is right. Target_speaker is for non-ambient sounds that use panning, fade away, etc. 2. No, there weren't any soundsets for that I don't think. 3. There's a crap load of soundsets, just replace the old ones.
Gonkish Posted July 26, 2002 Posted July 26, 2002 Last I checked "ambient" sound was done with target_speaker entities, NOT the worldspawn..
patchx Posted July 26, 2002 Author Posted July 26, 2002 a level can have an ambiant soundset that plays a series of sounds looping over thew top of each other (at least i think thats what it does) set via the worldspawn i could have a bunch of target speakers all looping at the same time i suppose but some of the sounds i want to play randomly etc i tried editing the sound.txt to add a new soundset but it didn't work also does anyone know if there was battle sounds being played ambiantly in the last few levels in the sp campaign?
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