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Forum: All Forums : Call of Duty
Category: CoD Mapping
CoD mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: sound problem
marco.polo
General Member
Since: Dec 3, 2004
Posts: 77
Last: May 2, 2005
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Saturday, Feb. 5, 2005 12:14 am
i add ambient sound to my map-play ok on each place of the map.and i want add sound which will play when i enter the room now.i created brush with trigger texture (classname:trigger_multiple;script_noteworthy:smigl;targetname:org_trigger;wait:1) and .gsc file for this but i made something wrong because when i load my map,new sound play instead of my old ambient sound.my gsc file for playing sound while entering room is here:
main()
{
spot = getentarray("org_trigger","targetname");
if(isdefined(spot))
{
for(i=0;i {
spot thread follow();
}
}
play_tune(0);
}
// play tunes when the player heads into a room
follow()
{
comm = self.script_noteworthy;
self waittill("trigger", player);

if (comm == "smigl")
{
play_tune(0);
wait(.5);
self thread follow();
return;
}
}
play_tune(tell_me)
{
switch (tell_me)
{
case 0:
ambientPlay("smigl");
break;
}
}

can someone help me?
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Toasty
General Member
Since: Aug 7, 2004
Posts: 867
Last: Jun 26, 2005
[view latest posts]
Level 7
Category: CoD Mapping
Posted: Saturday, Feb. 5, 2005 04:38 am
y do u want a ambient sound for each room or watever? i dont even know its possible. there are tuts on making sound come from a misc_model and u can use custom ones or ones that come with the game and u can edit the radius
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marco.polo
General Member
Since: Dec 3, 2004
Posts: 77
Last: May 2, 2005
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Saturday, Feb. 5, 2005 01:27 pm
i understand what you mean,but i need sound which will play so as someone come to specific place and only one time-therefore i think it must be triggered sound
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marco.polo
General Member
Since: Dec 3, 2004
Posts: 77
Last: May 2, 2005
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Sunday, Feb. 6, 2005 01:38 pm
really nobody know it?
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jman25
General Member
Since: Dec 29, 2004
Posts: 10
Last: Mar 3, 2005
[view latest posts]
Level 0
Category: CoD Mapping
Posted: Monday, Feb. 7, 2005 01:51 am
I did this in one of my maps. All I did was setup a trigger-multiple. Name it whatever you want. In the gsc file put this:

trig = getent ("yourtriggername","targetname");
trig waittill ("trigger");
ambientplay ("yoursoundalias");

It changes the ambient sound whenever you go through the trigger. It worked fine for me. Hope this helps.
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iris
General Member
Since: Dec 28, 2004
Posts: 45
Last: Mar 5, 2005
[view latest posts]
Level 2
Category: CoD Mapping
Posted: Monday, Feb. 7, 2005 01:53 am
Marco, you can try this script. I believe this could work.
i dont know if a trigger can be used to play the sound tho. test it. if not add a script_model somewhere in the room and hide it with hide()
remember to add an entry in the youmap.gsc

main(){
level thread follow();
}

// play tunes when the player heads into a room
follow(){
spot = getent("org_trigger","targetname");
comm = level.script_noteworthy; //not sure about this??
spot waittill("trigger");

if (comm == "smigl"){
//alias defined in your csv file
spot thread play_tune("NAME_OF_YOUR_SOUND");
wait(.5);
self thread follow();
return;
}
}


play_tune(sound){
if (isdefined (sound))
self playsound (sound);
}

Give it a try and let me know..
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