Sound, target_speaker etc.
Re: Sound, target_speaker etc.
Isn't activator spawnflag 8?
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Re: Sound, target_speaker etc.
Also, yes.
Re: Sound, target_speaker etc.
How do you calculate the falloff distance of a sound file with a specifc dB? Does the sound not play or is it inaudible past the falloff distance. I remember reading somewhere that pvs blocks sound from playing. Anyone know more about this?
Re: Sound, target_speaker etc.
If the sound source is beyond your PVS, it stops it from being played.
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Re: Sound, target_speaker etc.
Digging this thread out. You can read the tutorial here now:
http://q3a.ath.cx/?editing=sound_intro
http://q3a.ath.cx/?editing=sound_intro
Re: Sound, target_speaker etc.
Berserker, who is helping coding some new entities into the dfengine, told me what's the problem.cityy wrote:I want a sound to be heard all over the map so I create a target_speaker and check the "globally" box. (I also checked Looped_On) Now the target_speaker has spawnflags 5 in the entity inspector... Though the sound still is only hearable if I stand right to the speaker. What am I doing wrong here?
You can't use the looped_off or _on flags in combination with global or activator. Both of them have a higher priority and therefore they kind of overwrite the other two. So... no looping and globaling.