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Radky

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ok, i'm sorry but this is another multiple music question...

i've looked at alot of these threads but i'm trying somthing different.

 

my MP map has 5 differently themed areas link by teleportation...

i was wondering how i could have each area have its own music.

 

but heres the twist... i want MY OWN music .mp3 files.

 

i coverted my .mp3 files to .wav files (5 megs to 25 megs:eek: )

but you all know how that turned out..

 

is this impossible ( or take so much time that it isn't worth it)?

 

is there anyway to trigger the global "music" to change when you enter new areas?

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if this is possible, how can you make it play .mp3 files?

 

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"noise" wav file to play

 

 

 

"sounds" va() min max, so if your sound string is borgtalk%d.wav, and you set a "sounds" value of 4, it will randomly play borgtalk1.wav - borgtalk4.wav when triggered

 

to use this, you must store the wav name in "soundGroup", NOT "noise"

 

 

 

A global sound will play full volume throughout the level.

 

Activator sounds will play on the player that activated the target.

 

Global and activator sounds can't be combined with looping.

 

Normal sounds play each time the target is used.

 

Looped sounds will be toggled by use functions.

 

Multiple identical looping sounds will just increase volume without any speed cost.

 

"wait" : Seconds between triggerings, 0 = don't auto trigger

 

"random" wait variance, default is 0

 

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i thought it only could play .wav

 

so would i fill in like this

 

Key: noise( only .wav) <---what would i fill in here)

 

value:music\(song).mp3?

 

i sence condritiction!

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