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Re: Sound, target_speaker etc.

Posted: Mon Apr 26, 2010 8:04 pm
by obsidian
Isn't activator spawnflag 8?

Re: Sound, target_speaker etc.

Posted: Mon Apr 26, 2010 9:31 pm
by ^misantropia^
Also, yes.

Re: Sound, target_speaker etc.

Posted: Fri May 07, 2010 5:22 pm
by Quack
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.

Posted: Fri May 07, 2010 5:58 pm
by obsidian
If the sound source is beyond your PVS, it stops it from being played.

Re: Sound, target_speaker etc.

Posted: Tue Jun 15, 2010 9:44 pm
by Bliccer
Digging this thread out. You can read the tutorial here now:
http://q3a.ath.cx/?editing=sound_intro

Re: Sound, target_speaker etc.

Posted: Wed Jun 16, 2010 1:49 pm
by Bliccer
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?
Berserker, who is helping coding some new entities into the dfengine, told me what's the problem.
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.