chestburster
Newbie
- Joined
- Dec 4, 2004
- Messages
- 138
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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´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