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Ambient Sound Sequence?
Posted: Sun Dec 30, 2018 8:43 am
by RastaManGames
I have 45 sounds and i need to do tricky thing:
In interval from 1 to 2 mins 1 of 45 sounds must be played in specific spots of my map with specific radius.
How can i do that? For this moment, i just put 45 ambient sound things in one spot, but (of course) sometimes more than 1 ambient sounds are played... So... This method are dull and ambient sounds are mixed into hellish cacophony.
I need to learn about sound sequences or i can (somehow) do that trick just using ACS?
Or there is any good method to do that without hard scripting? Because map is really big and i do not want to load in-game processor too much.
Also sorry for my really awful English...
Re: Ambient Sound Sequence?
Posted: Sun Dec 30, 2018 8:56 am
by Enjay
Do you need the sounds to be played in a specific sequence, or do you just need one of the sound to be picked at random? If it's the second option, you can define a random sound in SNDINFO, allocate all 45 sounds to the random sound and then allocate the random sound to an ambient sound thing with suitable parameters.
e.g. from the SNDINFO in my Heretic Thief mod:
I called a sound "ambience" (probably should have gone for a better name) allocated sounds called amb01-amb29 to it (these corresponded to sound lumps with the same names - again, not best practice) and then I defined ambient sound 12 to play the sound "ambience" at a random interval (from 10 to 30 seconds) in surround sound. So, all I had to place in the map was a single sound item for sound number 12.
Code: Select all
//this sets up the random sound called "ambience"
$random ambience { amb01
amb02
amb03
amb04
amb05
amb06
amb07
amb08
amb09
amb10
amb11
amb12
amb13
amb14
amb15
amb16
amb17
amb18
amb19
amb20
amb21
amb22
amb23
amb24
amb25
amb26
amb27
amb28
amb29 }
//This allocates sound lumps to all the entries in the ambience sound
amb01 amb01
amb02 amb02
amb03 amb03
amb04 amb04
amb05 amb05
amb06 amb06
amb07 amb07
amb08 amb08
amb09 amb09
amb10 amb10
amb11 amb11
amb12 amb12
amb13 amb13
amb14 amb14
amb15 amb15
amb16 amb16
amb17 amb17
amb18 amb18
amb19 amb19
amb20 amb20
amb21 amb21
amb22 amb22
amb23 amb23
amb24 amb24
amb25 amb25
amb26 amb26
amb27 amb27
amb28 amb28
amb29 amb29
//this sets up an ambient sound definition that can then be placed in a map
$ambient 12 ambience SURROUND RANDOM 10.0 30.0 1.0
Re: Ambient Sound Sequence?
Posted: Sun Dec 30, 2018 9:02 am
by Gez
See [wiki]Ambient sound[/wiki] and [wiki]Sound sequence[/wiki]. You may be interested especially in [wiki]HereticAmbience[/wiki].
Re: Ambient Sound Sequence?
Posted: Sun Dec 30, 2018 11:40 am
by Graf Zahl
I think this can better be done with ACS's sound playing functions. There you have total control over which sound will be played where.
The automated playing thing are not really the best solution here
Re: Ambient Sound Sequence?
Posted: Sun Dec 30, 2018 1:25 pm
by RastaManGames
First i try Enjay's method...
By the way, ACS method include timer with ticks and some cycles?
I know programming little bit, but i don't understand the basic core of this method...
UPD: Thank you very much, dudes! Enjay's method are working fine!
I remember also nameless mod (idk who author of that creation), where in every level playing some dark ambient music and after few seconds some various random scary sounds (like metal screeching, wood breaking, stone moving and etc.) are playing near player (i think it's surround).