Frictional Games Forum (read-only)

Full Version: Randomized Ambient Sounds for Larger Maps?
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
So, I'm trying to add some randomized ambient sounds for a map that I'm working on. Something akin to the way the cellar (05_wine_cellar.hps) works in the original Amnesia game.

The problem is, my map is very large, and it's taking a fairly significant amount of time to set up optimized sound areas. Is there a more streamlined option, where sounds can be played in approximation to the player's position rather than at a specific entity or area?

I still want the positional element involved, to add to the sense of immersion, but it's getting a bit redundant to have fifty sound points solely for ambient elements.
Perhaps this will work, For some reason this was not put under the sound category
[Image: mGfqh7h.png]
(10-20-2013, 07:47 PM)The Mug Wrote: [ -> ]Perhaps this will work, For some reason this was not put under the sound category
[Image: mGfqh7h.png]

That's a pretty good option. Still wondering if there's a way to create a positional element, though. Do you know if an entity or area can be created at a custom X, Y, Z position via scripts?
Not with the current scripts but I believe it will be possible when the update comes out, Look here for a list of the functions the update currently in testing will bring
Well, that's both disappointing and exciting at the same time. I suppose I'll use the aforementioned function to save time on development and keep things optimized, then. Thanks kindly, The Mug.