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Forum: All Forums : Star Trek Voyager: Elite Force
Category: Star Trek Voyager: Elite Force MOD Support
Mapping, modeling, scripting, etc. questions, comments and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: Queston about sound
Major Tork~rb
General Member
Since: Dec 23, 2006
Posts: 37
Last: Dec 23, 2006
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Level 2
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Mar. 9, 2005 05:23 am
I want to add a sound that plays when triggered, and is heard by everyone on the map loud and clear. The "N" window gives options for local and global, but global still fades out after a distance. I'd like each player to hear it at full volume. Can this be done or do I have to add multipule sound entities throughout the map?
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FliX~rb
General Member
Since: Dec 23, 2006
Posts: 8484
Last: Dec 23, 2006
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Level 10
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Mar. 9, 2005 01:39 pm
yea, i had the same problem that global wouldnt play globaly

in ef2 its a simple line in the script, cant remember the ef1 solutuion though...
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Grand Nagus~rb
General Member
Since: Dec 23, 2006
Posts: 591
Last: Dec 23, 2006
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Level 6
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Mar. 9, 2005 07:09 pm
It works if you put a checkmark next to 'global', but you cannot have anything else checkmarked or 'global' won't work.  The gamecode dynamically 'borrows' from the first two checkmarks (looped_on and looped_off), so if either are selected, this borrowing scheme will not allow 'global' to be paired up with 'looped_on' or 'looped_off'.  So, make sure 'global' is the ONLY thing checkmarked and everyone will be able to hear the sound.

Hope that helps! :)

PS:  If you want to play a looping sound that everyone can hear, you can use 'target_music' found in the Update Mod.  However, this option will only work if your map doesn't already have background music in it (because 'target_music' will replace that background music track with whatever looping sound effect you choose to play), the sound effect has to be sampled at 22kHz stereo (or you'll see an error message as the sound loops), and you can only hear your sound effect when playing your map with the Update Mod.
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Major Tork~rb
General Member
Since: Dec 23, 2006
Posts: 37
Last: Dec 23, 2006
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Level 2
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Thursday, Mar. 10, 2005 02:09 am
Thanks. I'll give it a try.
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Lord Thunderwing~rb
General Member
Since: Dec 23, 2006
Posts: 144
Last: Dec 23, 2006
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Level 4
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Friday, Mar. 11, 2005 07:33 pm
Add this to your worldspawn:

Code Sample
"music" "path to sound file/sound file.mp3"
It would mean that you are unable to put in any background music, but somehow I don't think you'll do that . . .   :;):
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Major Tork~rb
General Member
Since: Dec 23, 2006
Posts: 37
Last: Dec 23, 2006
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Level 2
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Thursday, Mar. 24, 2005 04:09 am
Worked great! Thanks again.  :D
I'm not sure about adding music. I've piled many different things into my latest map and am starting to max out what my processor can handle.  :s9:
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