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Forum: All Forums : Valve's Source
Category: HL2 Mapping
Half-Life 2 Single Player, Deathmath, Orange Box, etc. mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: sound problem
SPY
General Member
Since: May 9, 2003
Posts: 905
Last: Sep 3, 2009
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Level 7
Category: HL2 Mapping
Posted: Thursday, Feb. 24, 2005 11:40 pm
i have made a big city, in this sp-map the player can walk in the streets, over the roofs of the building and in the buildings it hallways and rooms. i know how to make a trigger that covers the whole city and makes that a ambient_generic gives the sounds of a city. i can make triggers and ambient_generic's on the roofs so you hear there wind or other noices. but what about in the houses. in this case i also will hear in the houses the sounds of the city. and this can't be, there it should be quiet or you hear other sounds. i could make triggers that are fitting exactly in the streeets. so when your in a room you don't activated those triggers and only the trigger of the room noice. but this would mean that i have to place a whole lot of triggers everywhere, and the map is allready so very large that this could give troubles.
so, can anyone say to me how i should make this work?

leon
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[J5]EMPEROR
General Member
Since: Mar 27, 2004
Posts: 198
Last: Jun 11, 2005
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Level 4
MODSCON
Category: HL2 Mapping
Posted: Friday, Feb. 25, 2005 08:39 pm
You have to place triggers everywhere you want sounds to play. The trick is playing with the sound settings for each as they have area effects that you can use to hear for distances. So effectively you can eliminate hoards of triggers by having well placed sounds. There is no real easy way though.
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SPY
General Member
Since: May 9, 2003
Posts: 905
Last: Sep 3, 2009
[view latest posts]
Level 7
Category: HL2 Mapping
Posted: Saturday, Feb. 26, 2005 09:09 am
you're right, with the settings you can do indead a whole lot of things. baltic.forever also did sent me a tutsoundmap so i can see how to work with as less triggers as possible. he did find a way to work with only triggers at the beginning and at the end of a sound. it's great that i can put sounds in my map now because this makes it so mutch more realistic.

leon
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