regional audio

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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dilithium
Posts: 14
Joined: Thu Jul 11, 2002 7:00 am

regional audio

Post by dilithium »

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
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Foo
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Location: New Zealand

Post by Foo »

Look at one of the sample maps to find the ambient sound entities.

DM17 has quite a few.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
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dilithium
Posts: 14
Joined: Thu Jul 11, 2002 7:00 am

Post by dilithium »

thanking you. :D
dilithium
Posts: 14
Joined: Thu Jul 11, 2002 7:00 am

Post by dilithium »

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
^misantropia^
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Joined: Sat Mar 12, 2005 6:24 pm

Post by ^misantropia^ »

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.
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