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So, I made a sound node in my level, and set the "active" check box unchecked... but the sound still plays when the map starts up. D:
It doesn't make any sense to have a burning sound when there is no fire...
Anybody else have a similar problem? or know how to fix it?

Pretty much what I want to do is keep the sound off but turn it on at a certain point in the game. (I know how to turn it on, I'm just having problems making sure it's not running when I don't want it to be... :/)
For sounds you should use PlaySoundAtEntity fuction, not the SetEntityActive.
well I'm currently using
Code:
FadeInSound("Sound_2",0.5f,false);
but that's not what i'm having a problem with, i'm having a problem with the sound not being quiet when the map starts. I would use the PlaySoundAtEntity function, but I want a smaller radius than is default (to prevent it from going through some walls... x3) and I don't think I can configure that with code....
Don't use sound things.(Those that are in map editor.) They will be active right in the beginning no matter if it's set inactive. To make a sound activate on middle of level, use PlaySoundAtEntity.
(11-07-2010, 06:33 PM)anzki Wrote: [ -> ]Don't use sound things.(Those that are in map editor.) They will be active right in the beginning no matter if it's set inactive. To make a sound activate on middle of level, use PlaySoundAtEntity.

So in other words there is no way to set the radius of a sound smaller than the default (if it's not running when the map starts)?
Quote:So in other words there is no way to set the radius of a sound smaller than the default (if it's not running when the map starts)?

You can edit the .snt file to change the radius and other settings for the sound.
Hmm, that would mean that anybody playing my map would have to also unpack extra files. Well, I guess it depends on how big/serious this project becomes. Tongue
You can just include them in your custom story folder. They are not so big.
Make a folder called Sound inside it and place all those custom snt's there. Also you can decide it's name, and I would recommend to change it. (I am not sure how game reacts if you have two sound files with same name.)