AKPiggott Posted March 2, 2003 Share Posted March 2, 2003 I'm trying to get a target_speaker to work in the same way that a soundeset works. Only problem is, if the player stays inside the trigger for more than the "wait" time, it'll be re-triggered and you can have the target_speaker playing outside the area that you want it to. It'll all be so much easier if you could change the radius of a target_speaker. Link to comment Share on other sites More sharing options...
AKPiggott Posted March 2, 2003 Author Share Posted March 2, 2003 I've just had another idea. Is there anyway to block the sound of a "target_speaker" with a brush? I was thinking maybe a brush with a special texture that blocks sound. What I could do is have it looped on but build a perimeter of these special brushes around them to restrict where you can hear it from. Link to comment Share on other sites More sharing options...
Emon Posted March 2, 2003 Share Posted March 2, 2003 No, blocking it won't work. If you can't said the radius of a target_speaker, then what did Raven use in the Nar cantine? The sound definatly fades as you go away from it, and if you shoot them, they get fried and don't output sound anymore. Link to comment Share on other sites More sharing options...
Leslie Judge Posted March 2, 2003 Share Posted March 2, 2003 The entity description says that looped sounds can be toggled by use functions. That means triggering too probably. Or not? And what about Activator? Maybe it fades away faster with this spawnflag. Or not? Link to comment Share on other sites More sharing options...
AKPiggott Posted March 2, 2003 Author Share Posted March 2, 2003 I managed to do it. I basically had to place triggers attached to scripts that play / stop the sound as well as activate / deactivate the triggers. You'd never think something so simple would need such elaborate implementation. Link to comment Share on other sites More sharing options...
Leslie Judge Posted March 3, 2003 Share Posted March 3, 2003 Here's what I post to Lord_Frieza's thread: Take a look at this: ;********************* ;console14 ;********************* localSet console14 timeBetweenWaves 0 0 loopedWave ambience/cp_14_lp volRange 200 250 radius 200 What do you see? Volume range? Volume radius? Hmm... This is from the base/sound/sound.txt where the soundsets are defined. And target_speakers can have soundSet key. I know that the entity description doesn't mention it, but there are other things it doesn't mention. I took a look in ns_streets.bsp and there soundSet is used. Actually not for the cantina music but for some consoles as you can see. Maybe this is the solution for your problem. I hope so. Link to comment Share on other sites More sharing options...
AKPiggott Posted March 4, 2003 Author Share Posted March 4, 2003 Interesting piece of info, I'll have to try it sometime. Link to comment Share on other sites More sharing options...
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