Good morning people,
I have managed to set up a CRUSHER with a time-delay. The button plays and "activated" wav file to only the player hitting the button. It also plays a, "find cover" wav file at the same time but, to the whole map.
I only want this second audio piece to be heard in the vacinity of the crusher, if possible.
I have heard maps that play audio (and seemingly get louder) as you approach certain areas but, are they just TRIGGERed for that person?
I was hoping there's some kind of fall-off that works in a similar way to the lights.
Thanks very much,
Neil
regional audio
I had a look at DM17. There are quite a few ambient sounds as you said but, there is no control for fall-off on any of the sounds.
I created a long room in GTKRadiant and stuck a Target_Speaker at one end and a spawn at the other.
The sound does get louder as you approach the source, so there is some sort of fall-off. However, it seems very slow/linear.
Thanks,
Neil
I created a long room in GTKRadiant and stuck a Target_Speaker at one end and a spawn at the other.
The sound does get louder as you approach the source, so there is some sort of fall-off. However, it seems very slow/linear.
Thanks,
Neil
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- Joined: Sat Mar 12, 2005 6:24 pm
Sound falloff is linear but affected by the PVS. You'll notice that sounds sometimes get cut off when you or the source disappears around a corner. Not much that can be done about that. However, you can use multiple target_speakers with the same looping sound and trigger more of them as you approach the source. It comes at no extra cost, Q3A just cranks up the volume of that particular loop.