I tried using the ambiance_generic entity, tagging it with an ambiance sound file from the NS directory, and then setting its radius depending on how big the room is, yet it wont play.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited April 2007
Have you set its flag to "is not looped" if so, it will only play once. Also have you manually entered the path to the file, make sure you haven't used this format:
For the sounds in NS, there are TWO entities that you use for certaince sound files:
ambient_generic is used to play your .wav files and only .wav files. You can only play .wav files that are ARE .wav files and not simply .MP3 files with the .wav RIFF header prepended to the data so that said .MP3 file will have a .wav extension.
With this entity, there also shouldn't be any issues with overlapping sounds.
Sound .wav sounds also DO NOT loop. There are some bits of information needed to looping .wav files, and I don't remember the terminology at the moment. However, the general idea is that the .wav file needs tags to specify the start and end of the .wav file added in to be loop-able.
target_mp3audio is used for all mp3 files that come with NS or ones that you add as custom sounds. With this one, I believe that you HAVE to set the fade distance, and for non-toggled sounds that start on and are always on, you should try to avoid overlapping them. Though, this may have changed in versions of NS since the one I'm using... which is OLD.
For both, you'll need to specify if they start on by default, and if you want them to loop.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited April 2007
Also target_mp3audio need a name as I found out the hard way. I use mp3 since it works better for looping sounds (imho). So if you have custom sounds in wav format, convert them to mp3 using something like bladeenc or lame (drag and drop the wav onto the program and it converts it to a standard 128kbit mp3)
Sticky in our Mapping Help and Troubleshooting (we do have one btw <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> ): <a href="http://www.unknownworlds.com/forums/index.php?s=8166864970736869376&showtopic=75248" target="_blank">target_mp3audio</a>
I only use ambient_generic for oneshot sounds (none-looped triggered sounds)
Comments
sound/somesound.wav
That is what the target_mp3audio uses
EDIT - now when I try and load my map, it gets stuck on "Verifying Resources". Just sits there... doing nothing.
ambient_generic is used to play your .wav files and only .wav files. You can only play .wav files that are ARE .wav files and not simply .MP3 files with the .wav RIFF header prepended to the data so that said .MP3 file will have a .wav extension.
With this entity, there also shouldn't be any issues with overlapping sounds.
Sound .wav sounds also DO NOT loop. There are some bits of information needed to looping .wav files, and I don't remember the terminology at the moment. However, the general idea is that the .wav file needs tags to specify the start and end of the .wav file added in to be loop-able.
target_mp3audio is used for all mp3 files that come with NS or ones that you add as custom sounds. With this one, I believe that you HAVE to set the fade distance, and for non-toggled sounds that start on and are always on, you should try to avoid overlapping them. Though, this may have changed in versions of NS since the one I'm using... which is OLD.
For both, you'll need to specify if they start on by default, and if you want them to loop.
Sticky in our Mapping Help and Troubleshooting (we do have one btw <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> ): <a href="http://www.unknownworlds.com/forums/index.php?s=8166864970736869376&showtopic=75248" target="_blank">target_mp3audio</a>
I only use ambient_generic for oneshot sounds (none-looped triggered sounds)