ambient_generic or env_soundscape ?

chestburster

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hi there,

i´m just an hour of work away from releasing my map and the only problem that´s left is to place a wind sound in a small tunnel. the tunnel´s ceiling is textured with a crate you can shoot through. because the sound should not originate from a certain point but the tunnel´s floor i decided to tie the floor of my tunnel to a prop detail. the texture of that brush is the one that says invisible. i assigned it a name and put the ambient_generic entity into the tunnel. in the ambient_generic i selected the prop_detail to be the origin. hearing distance is set slightly less than tunnel height, volume is 4.

the result is the wind being heard everywhere in the map.
:(

isn´t ambient_generic meant to be used for that task? is env_soundscape the better way to achieve the desired effect?

what can i do now? controlling the env_soundscape is quite complicated in my opinion.

thanks for your help :)
 
i use ambient_generic on my passing train :), so i think it will work out for you as well.

theres one property which connects your sound to an entity (nearly at the end) and you should check if your radius isn't too big
 
thanks for your input.
I´ve tried many different values for the hearing distance and ended up with at a volume of 1 but the sound can be heard everywhere. i want the wind to be heard in the tunnel and a bit outside (3 feet infront of the entrance and exit). btw., the flags are set properly.

it just doesn't work. dammit anything else is finished and can be released. if only i could fix that sound. :rolleyes:
 
sorry for bumping but i think it's a common issue. any ideas or workarounds?
 
chestburster said:
hi there,

i´m just an hour of work away from releasing my map and the only problem that´s left is to place a wind sound in a small tunnel. the tunnel´s ceiling is textured with a crate you can shoot through. because the sound should not originate from a certain point but the tunnel´s floor i decided to tie the floor of my tunnel to a prop detail. the texture of that brush is the one that says invisible. i assigned it a name and put the ambient_generic entity into the tunnel. in the ambient_generic i selected the prop_detail to be the origin. hearing distance is set slightly less than tunnel height, volume is 4.

the result is the wind being heard everywhere in the map.
:(

isn´t ambient_generic meant to be used for that task? is env_soundscape the better way to achieve the desired effect?

what can i do now? controlling the env_soundscape is quite complicated in my opinion.

thanks for your help :)


you set the origin of the ambient_generic as "prop_Detail"? I don't think that will work because you set the orgin to the name of the entitiy you are trying to tie it to and prop_detail's don't have names. A previous poster said he tied it to his train which makes sense because those entities have names.

Since you are trying to tie the ambient_generic to a prop_detail Im assuming that the prop_Detail doesnt move, right? why not just stick the ambient_generic right where you want the sound to come from? If the sound has to move, tie it to an entity that actually has a name property.
 
oh, my question contains an error...
I didn't tie it to a func_detail but a func_wall which allows to assign a name. Anyways, it doesn't work and now I'm trying to use a func_illusionary. I wonder if that will work.

Thanks for taking a look; your comments gave me some ideas. :cheers:
 
in your ambient_generic properties>flags tab, make sure "play everywhere" option is turned off!
 
yes, it´s true but it is not set to play everywhere .
i´ve tried a func_brush and func_illusionary, too. func_illusionary seems to work better but even with a hearing distance of 1 it can be heard everywhere except in a narrow hallway where the volume fades out to almost zero.

maybe it´s a bug?
 
why dont you just stick the ambient generic from the location you want the sound coming from? Just stick the lil speaker thing inside the place you want the sound coming from
 
You are right in using ambient_generic, this happened to me too. Deleting and then recreating the entity did the trick for me. Try moving it to a slightly different place too if that does not work.
 
Now i´ve deleted the entity and created a new one. now it works as for the sound not to be heard everywhere but the floor which is entered as origin is not recognised. the sound originates from the ambient_generic. the entity appears to be quite buggy.
oh well, maybe i should go without that wind sound. :(
 
IMO env_soundscape is a better solution for you here, but youll need to use the gcf tool to extract the sound names from the engine and find one you like.
Not sure why there's been so much consternation over this entity. I had the same "play everywhere" problem with ambient_generic, but the soundscapes work very nicely *as long as you're happy with the built in soundscapes*
 
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