(SOUND) target_speaker + trigger

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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-VPC-CVS
Posts: 1
Joined: Fri Jul 08, 2005 9:30 am

(SOUND) target_speaker + trigger

Post by -VPC-CVS »

hi

let me give an example from what i want to do

i'm create a target_speaker an it will activate whit a trigger like this

Classname trigger_multiple
target son2


Classname target_speaker
spawnflags 8
noise music/cargoliner_action.mp3
targetname son2


if i croos the trigger the music is working
but how to stop this music before the end

i would like try to stop the music whit another trigger

it's possible ?

i would like change the music if i go in another room on the same map

thank's
obsidian
Posts: 10970
Joined: Mon Feb 04, 2002 8:00 am

Post by obsidian »

Music is usually set in the worldspawn entity properties, however, there is no way to trigger it to change tracks or anything in default Q3.

Target speakers are usually used for localized sound - the further that you travel away from it the quieter it gets. If you leave your current PVS, the sound disappears entirely. So I really don't think the target_speaker solution (assuming it even works) will be really what you're looking for.
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skinmaster
Posts: 102
Joined: Sat Feb 19, 2005 10:11 am

Post by skinmaster »

Possible to secondarily target a relay that has a wait key and in turn targets the sound to shut off after a duration..

OR.. try sticking secondary triggers in the doorframes to shut off the music between rooms.

Probly be a good idea to activator only the sound tho, so only the person activating it hears it go on/off.

I'm a bit out of touch tho.. been a while since I've done any messing with entities..

PN03 has a complex on/off set of triggers for the shield pits/lasers. Checkitout, map files included.
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seremtan
Posts: 36013
Joined: Wed Nov 19, 2003 8:00 am

Post by seremtan »

the q3 entity i/o isn't sophisticated enough to do what you want. sounds like ideally what you need is some kind of equivalent to soundscapes in the source engine.
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