Ambient sound + trigger question. - by ccstudent2004
ccstudent2004 on 6/3/2005 at 07:21
Ok, I've been fooling around with this for a while, and have tried various things (although I must admit I'm not usually good at figuring things like this out.) and I still can't get it to work.
1) How do I make an ambient sound work when it isn't connected to the zone property, but is the "AmbientSound" actor under the marker category? I go in, add the "sound" and put in a schema...but when I go into the game it doesn't emitt anything. Is there more I need to do? Also, I've heard that only some sounds work with the ambientsound actor...is this true? Or is there a way around it...it doesn't seem logical that they would make sounds incompatible with the ambientsound actor...especially since those are what I assume we will use to make one-time shot sounds such as a creak, or thumping.
2) How do I then connect that ambient sound to a trigger? I am trying to make the sound go off when the player enters the proximity of a certain area. I've tried a couple of things, none of which worked. First I tried actually adding the proximty property to the ambient sound marker...but that didn't work. Then, I tried setting up a generic actor with the proximity property on it, and then linking the actors together with the "trigger" option. Didn't get that to work either. Anyone know how to do this yet?
sk2k on 6/3/2005 at 07:44
Just place the AmbientSound actor and add the property Sound->SoundAmbient. Then add the schema you wish. It should be a looping schema.
MfG
sk2k
ccstudent2004 on 6/3/2005 at 07:49
That's just it, I need to add a non-looping schema, and it seems to me that they would not release an editor without the ability to place non-looping schemas considering so many of them are, in fact, non-looping. I don't see anyway to make "moody" levels without using them to add 1 shot sounds at points in our levels.
sk2k on 6/3/2005 at 08:10
You could add a volume and assign a TriggerScript to it.
Script:
CONDITIONS
When linked volume(s) [MYSELF] are breached by [Category Player]
ACTIONS
Play sound schema [SoundSchema] at my location
If you walk into/over the volume the sound will be played but only one time.
MfG
sk2k
ccstudent2004 on 6/3/2005 at 08:52
Ok, that is exactly what I needed =) However, I can't get it to work...and it may just be me doing something wrong again.
Ok, I made a Volume, and put it in the hallway at about knee level. Then, I went to the script editor and made a new script. It has the Condition you suggested, and the Action as well (I've tried it with various sounds.) Now, I've tried two things to connect it to the Volume. The first way is I right clicked the volume and did the "add such and such triggerscript to selected actors." That didn't work. I also tried making a generic actor, giving it the triggerscript I made, and then linking it to the volume...that didn't work either.
What's the correct way? =) And Thank You very much for your assistance.
sk2k on 6/3/2005 at 09:03
The easy way: choose your script and rightklick on your volume and ADD SCRIPT BLABLA TO SELECTED ACTORS.
The hard :) way:
Rightclick the volume->Volume Properties then add the property Scripts->Triggerscript. Click on ADD and + then choose your script and click on USE.
MfG
sk2k