Random Sounds And Stuff
Solaris
Join Date: 2003-05-11 Member: 16213Members
<div class="IPBDescription">help me with thi triggers please...</div> Hey guys
One room of the map a freind and I are working on is a control room "the bridge" with some terminals in them (surprise surprise...).
For a nice ambience I added sounds in there, but those loops that come with NS/HL get boring very quick I think.
So I recorded some "radio"-sounds like "This is the TSA 'Enterprise' calling Gremlin Outpost. Gremlin Outpost can you read us?" or "This is TSA Heavy Transport 'Bavaria' calling Gramlin Outpost. We recived your distress signal. What's your status?"... 10 sounds alltogether.
What I want to do now is the following:
- Play one of those 10 files (radio_01, radio_02, ..., radio10) at random.
- Wait 5-15 seconds.
- Play another "radio"-sound.
- Wait 5-15 seconds.
- and so on and so on...
The delay between the sounds should be a random value between 5-15 seconds, so that it's more "living".
The played sound should be random, too, and, if possible, there should be some "check" in it, so that it does not play the same radio-sound twice without another sound bein played frist (so 01, 02, 01, 07, 10, ... would be possible, 01, 04, 04, 07,... would not)
The problem now is: I have no clue how to do this <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
It hink this will require some quite tricky trigger-work, and I'm not that familiar with most of them <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Can anybody help me out with this? Would be really great of ouy guys!
Thanks a lot!
Sonja/Solaris
One room of the map a freind and I are working on is a control room "the bridge" with some terminals in them (surprise surprise...).
For a nice ambience I added sounds in there, but those loops that come with NS/HL get boring very quick I think.
So I recorded some "radio"-sounds like "This is the TSA 'Enterprise' calling Gremlin Outpost. Gremlin Outpost can you read us?" or "This is TSA Heavy Transport 'Bavaria' calling Gramlin Outpost. We recived your distress signal. What's your status?"... 10 sounds alltogether.
What I want to do now is the following:
- Play one of those 10 files (radio_01, radio_02, ..., radio10) at random.
- Wait 5-15 seconds.
- Play another "radio"-sound.
- Wait 5-15 seconds.
- and so on and so on...
The delay between the sounds should be a random value between 5-15 seconds, so that it's more "living".
The played sound should be random, too, and, if possible, there should be some "check" in it, so that it does not play the same radio-sound twice without another sound bein played frist (so 01, 02, 01, 07, 10, ... would be possible, 01, 04, 04, 07,... would not)
The problem now is: I have no clue how to do this <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
It hink this will require some quite tricky trigger-work, and I'm not that familiar with most of them <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Can anybody help me out with this? Would be really great of ouy guys!
Thanks a lot!
Sonja/Solaris
Comments
shortest-time 5
longest-time 20
random2 0
random3 0
...
<b>random1</b> (target_mp3_audio)
play your soundfile
<b>random2</b> (trigger random)
shortest-time 5
longest-time 20
random1 0
random3 0
...
<b>random2</b> (target_mp3_audio)
play your soundfile
<b>random3</b> (trigger random)
shortest-time 5
longest-time 20
random2 0
random3 0
...
<b>random3</b> (target_mp3_audio)
play your soundfile
make all the trigger_randoms from above "off at start"
make the trigger_random below "fire on start" and "kill self on fire" (not sure about that).
<b>randomize</b> (trigger_random)
shortest-time 0
longest-time 10
random1 0
random2 0
random3 0
...
I see you know how this is done.. the problem is, I still do not really <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
I can't make out how the triggers are linked <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Could you put together a small sample map with say 3 or 4 sounds so i can see it in action?
Would be very helpful to understand how each of the triggers is conencted to the others.
(I didn't understand the particle systems, until i saw the sample maps from Crome Angel, too... seems i need to have something to put my hands on to understand things <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->)
I think such an example would help a lot of other newbie mappers, too.
Sonja/Solaris
notice:
a trigger random should never fire itself.
a trigger random should never fire 2 entities of the same name.
avoid endless loops with a deelay of 0.
avoid trigger_randoms that fire on start with a reset of 0.
This might still be buggy in playing one sound 2 times a row (no clue wich trigger random it is) , it shouldnt normally.
Its funny to listen. oh i used "i see dead ppl" twice. one is central one is left.
"randomize" starts one "loop" with a random start.
The button fires "random1" so you can send more than 1 "loops" trough the random chain - when 2 "loops" hit the same trigger random the last one gets "eaten".
I think this will not only help me but lots of mappers to create a "living" atmosphere to their maps <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Sonja/Solaris
I can't make out how the triggers are linked
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I think you could find the "link-list", because your VHE has "Smart Edit" turned on, right?
trigger_random is a NS-specific entity that's more or less useless in "Smart Edit" mode, because you can't see the really important part e.g. the "link-list" <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Hope that could help.
In my Map ns_plato I'm using a similar effect for "Com Station" and maybe the "Docking Control" hive (not sure.. i think to much sound near a hive can be very disturbing .. see "Power Silo").
Hyper
you must disable smartedit for trigger_random and multi_manager and add targets as "name".
In "value" "0" for trigger_randoms and the time in seconds (like 15.23) for multi_managers.
in trigger_random it randomly triggers one of the "name" entries. in multi_managers it triggers them one after another by their time value (and never 2 at once).
When theres one "name" twice itd adds a "#2" index, ignore that and keep it.
Yes, smartEdit was the problem.. dumb me <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Never had to do anything with it... not even recognised it before.
Now it works just fine.
With one exception: It works normal with "ambience_genereic" , but it plays "target_mp3audio" only once.
Is there anything we can do about that?
The sounds are "only" 2,1 MB in MP3 ... Wav it is about 29 MB!
Sonja/Solaris
ambient_generic loops by default (because ambience loops normally), can be disabled by flags.
target_mp3_audio plays once by default (is meant for single sounds and music), can made looping by flags.
there is also on or off on start and more.
that "flags" is just a binary number that determines "yes,no" behaviours.
With one exception: It works normal with "ambience_genereic" , but it plays "target_mp3audio" only once.
Is there anything we can do about that?
The sounds are "only" 2,1 MB in MP3 ... Wav it is about 29 MB! <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I think it doesn't work with MP3s, at least I didn't get it to work.
But here you can let the background story work for you <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Use soem Filters and/or Effects on your Sounds and then convert them to 8bit mono... saving a LOT of filesize!
The result may sound like this:
<a href='http://www.teleservice-koper.de/hypergrip/plato_radio1.wav' target='_blank'>"This is the TSA Heavy Transport Omicron 5 / 81 calling Plato research facility on Sikarra. We recived your distress signal. Plato facility, can you read us?"</a>
(This is one of 6 files i want to use in the Com Center part of my map.)
Now add a subtle "static" sound loop to the room and you have the asmosphere of a malfunctioning/damaged communication system.
The voices are computer generated.
I used a small Filter and a tubescreamer effeckt for the "speaking via radio"-sound.
What do you think of it?
Hyper
[edit] typos and broken link