Target_mp3audio

Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT DeputyThe Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
<ul><li><span style='color:white'><b>How to target your mp3 sounds:</b></span>

Unlike the <b>ambient_generic</b> which automaticly looks for the *.wav files in the "/sound" directory. The <b>target_mp3audio</b> starts in the main mod directory.

To target your sounds you have to use the following:
sound/yoursound.mp3

</li><li><span style='color:white'><b>Sounds not playing when using more then 1 target_mp3audio's:</b></span>

The <b>target_mp3audio</b> has a problem if you don't give it a target name, usually if you don't have/want to trigger it you don't give it a target name, true?

<b>The solution:</b>
If the fade distance of let's say 2 <b>target_mp3audio's</b> overlap each other, only the first which was added in the editor is played, the other is muted somehow. This also happens if you check the flag "don't fade volor".
Now if you give all of them a different target name they will play their sound, and it doesn't seem that the sounds have to use a certain type of encoding

Encoding types I tested:
- 128kbps, 44khz, stereo/mono
- 128kbps, 22khz, stereo/mono
- 96kbps, 44khz, stereo/mono
- 96kbps, 22khz, stereo/mono
- 64kbps, 22khz, stereo/mono</li></ul>
<span style='color:gray'><span style='font-size:8pt;line-height:100%'><b>Update historie:</b>
<b>07-oct '04:</b>
- Rewrote the entire post
- Added the "How to target your mp3 sounds"
</span></span>

Comments

  • ReebdoogReebdoog Join Date: 2003-09-20 Member: 21035Members
    Good work, i hate that little bugger of an entity, never seemed to work properly for me. Glad you could solve the overlapping problem.
  • persoperso Join Date: 2003-02-19 Member: 13740Members, WC 2013 - Supporter
    So if I give all the target_mp3audio entities different targetnames they won't overlap even if I have multiple target_mp3audios overlapping eachother? That'd be great since I've encoutered the same problem. Only the one in readyroom works and it's pretty close to the "playing area". Thanks, so super cool if this works.
  • TyrNemesisTyrNemesis trigger_CUT&#33; Join Date: 2003-09-17 Member: 20942Members, NS1 Playtester, Contributor, Constellation
    Stickied. Definitely one of the more obscure and poorly-documented entities. Thanks, Kouji.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    I aim to please <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    ~idea~

    Maybe Zunni can get this tweaked so it isn't such a pain?
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    The easiest solution is to convert the MP3s to WAVs and use ambient_generic. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->

    ~ DarkATi
  • KesterKester Join Date: 2004-02-21 Member: 26770Members, Constellation
    but if uve got alot of mp3 files, its gonna make the final size of u map bigger if there all wav's, and no one wants to be stuck downloading loads of different wav files
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin-Kester+Sep 30 2004, 06:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kester @ Sep 30 2004, 06:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> but if uve got alot of mp3 files, its gonna make the final size of u map bigger if there all wav's, and no one wants to be stuck downloading loads of different wav files <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I guess... don't use so many custom sounds then! IDK

    ~ DarkATi
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    found this kinda late <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
    nice explanation koji.
    will try this. and maybe I will hear some more "why doesnt stopsound work properly here?" <- go away and leave my betatest! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    my nick is Kouji <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    Huh... I remember reading this when it was first posted... but the last time I was working on a map, last spring or so, I stumbled upon this problem and had no idea why some worked and others didn't. (Was triggering some but not others now that I think about it.) I knew there was something to do with overlapping entities acting goofy and such, but this clarifies it.

    Funny how learning is much more effective once you've done some hands on! <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
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