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Forum: All Forums : Soldier of Fortune
Category: SoFII Mapping
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: target_speaker control
oofunk
General Member
Since: Oct 20, 2003
Posts: 178
Last: Jun 3, 2005
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Level 4
Category: SoFII Mapping
Posted: Sunday, Nov. 9, 2003 12:27 am
Guys,

Im trying to make a target_speaker that plays a looped sound when it is trigger from a func_button and to again stop play when it is trigger from the same func_button.

So far i have manage to get the sound to start playing when i hit the button. But when i try to turn it off the button wont stop the sound!! just keeps playing forever...

Is it possible to be able to turn a sound on and off using the same button? I can do it with a func_wall so i see no reason why not.

Funk
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SPY
General Member
Since: May 9, 2003
Posts: 905
Last: Sep 3, 2009
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Level 7
Category: SoFII Mapping
Posted: Sunday, Nov. 9, 2003 12:44 am
i use the trigger_speaker a lot, to let a ambientsound start and stop again. i do it with 2 trigger multiples and 2 speakers, i don't know if it works, but you could put 2 speakers connected to the func_button. the first speaker that starts the looped sound you give a key/value of spawnflags 2 (looped-off) and the second one (that is the same with the speaker with spawnflags 2, only do you give him a 1(looped-on) instead of a 2.

it works with the triggers, so it should also work for the buttons.

succes,
leon
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oofunk
General Member
Since: Oct 20, 2003
Posts: 178
Last: Jun 3, 2005
[view latest posts]
Level 4
Category: SoFII Mapping
Posted: Monday, Nov. 10, 2003 01:32 pm
Well i dont think this works in mp... i have the taget_speaker set to looped off.

I then target this to a trigger multiple, in game it turns it on... but will NOT turn it off....!!!!! Just keeps playing. [evil]

Now this is pretty rubbish as i want to have a bit of machincery that can be turned on and off, i can make all the moving parts etc etc turn on and off but just not the sounds!!

Please help somebody!! my level just wont be the same without this feature!

Funk
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brutus
General Member
Since: Jun 12, 2002
Posts: 845
Last: Nov 29, 2003
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Level 7
Category: SoFII Mapping
Posted: Monday, Nov. 10, 2003 05:02 pm
From SDk:
Quote:

"noise" wav file to play
"soundSet" soundset name to use (do not combine with 'noise', ignores all other flags)
A global sound will play full volume throughout the level.
Activator sounds will play on the player that activated the target.
Global and activator sounds can't be combined with looping.
Normal sounds play each time the target is used.
Looped sounds will be toggled by use functions.
Multiple identical looping sounds will just increase volume without any speed cost.
"wait" : Seconds between auto triggerings, 0 = don't auto trigger
"random" wait variance, default is 0
"radius" radius of attenuation



What I get from this is to set your Target_Speaker to looped_on, and then target it from your trigger_multiple... I would also suggest putting a small delay into the trigger multiple so that you cannot change states for about a second or two.
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oofunk
General Member
Since: Oct 20, 2003
Posts: 178
Last: Jun 3, 2005
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Level 4
Category: SoFII Mapping
Posted: Monday, Nov. 10, 2003 06:37 pm
Thanks for the answer... but that is what im doing.. and it doesnt work..

Yes it turns it on but not off and i dont want it starting on..

Even if you set it to be on at the start it still wont turn it off???

There must be a solution to this...

Funk
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baltic.forever
General Member
Since: Jul 28, 2003
Posts: 538
Last: Jul 14, 2006
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Level 6
Category: SoFII Mapping
Posted: Monday, Nov. 10, 2003 10:00 pm
I was hoping someone could find a solution to this as well.
I have tried every combination of triggers, relays etc. that I could think of, but with no success.
The only thing I haven’t tried is soundSet.

In SP mode you can turn on or off the sound with no problem, like spy said.
But I really don’t think it is possible in MP mode.[ohwell] Could be wrong though.
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SPY
General Member
Since: May 9, 2003
Posts: 905
Last: Sep 3, 2009
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Level 7
Category: SoFII Mapping
Posted: Monday, Nov. 10, 2003 11:03 pm
indead,
i'm afraid that this is (again) just one of those things that either work for mp or sp alone. strange that they didn't make all the things just possible for both modes, not only mp or sp.

i can imagen oofunk that you need this to compleate your map, because it's true, sound is nearly so important as what you see for getting the right atmosfeer.

you could ask this question on the gtk forum of mapcentre;

http://www.map-center.com/modules.php?name=Forums&file=viewforum&f=8

leon
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bollockchops
General Member
Since: Nov 11, 2003
Posts: 44
Last: Mar 10, 2005
[view latest posts]
Level 2
Category: SoFII Mapping
Posted: Tuesday, Nov. 11, 2003 10:33 am
hi all,

Dont think you can turn off sounds with a switch, but oofunk you could try assigning a sound to each of the moving machine parts. I assume that they are a mixture of func_trains and func_rotates.

For those type of entity you can use the key "noise" and the value = path to a wav file to loop while it is moving. When it stops moving the sound should stop as well. hope this helps [pimp]
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