How come I can't replace the ambient sounds in Decorate?

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PaganRaven
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How come I can't replace the ambient sounds in Decorate?

Post by PaganRaven »

The ambient sounds doom edit numbers start from 14001 - 14002 -14003 etc. etc. and when I try to assign their numbers to something in Decorate nothing shows up on the map (no, not even the question mark sprite, just nothings there) and with any other number they show up fine. The reason I want to use the Ambient sounds' edit numbers is because I'm putting in animals that make noises but aren't enemies that you fight, they are just there for ambience. I might want to put in some invisible things that make an ambient sound too, though. Can you configure the sounds that each ambient sound makes? (I think there's like, 90 that you can use)
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Risen
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Post by Risen »

Why not just have your animals make the noises themselves? There are lots of DECORATE and ACS options for that purpose.
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PaganRaven
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Post by PaganRaven »

They DO make the noises themselves. So far I have a Sheep and a frog and am about to add birds. The point I'm raising is that you can't replace the existing ambient sounds with sprites or whatever, and I think that's really weird. I had to give the animals Doom edit numbers that are different from the ambient sounds' numbers.
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Risen
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Post by Risen »

Why would you want to replace the ambient sound things at all? You already have your animals, give them their own spawn numbers.
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Graf Zahl
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Post by Graf Zahl »

The ambient sounds cannot be replaced because they are no real actors. Instead they all get mapped to the one global ambient sound object (14064) when the map is loaded.

In any case, what you are trying to attempt is rather pointless anyway. Normally you should avoid using editor numbers that are already in use.
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PaganRaven
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Post by PaganRaven »

NVM. I made sense out of it by reading the SNDINFO wiki and then I just made bird noises for Ambient 1. It doesn't matter if the birds are invisible I guess, but the frogs and the sheep are just too awesome to not have their sprites.
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ace
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Post by ace »

Just as the others, I don't see why you can't just do something such as giving them A_Wander and then making their active sound the sound you want them to make. It sounds like much less hassle and much more sensibility to me...
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PaganRaven
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Post by PaganRaven »

Why are you people misunderstanding me???
Here is what they look like:
Spoiler:
They do everything on their own, and have been since before I started the topic. Since my question has been answered and so many people are misinterpreting this, I think I should delete this topic soon.
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Risen
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Post by Risen »

Why? Because you're not making any sense. There's no reason to replace the ambient sound things. Your animals can make every type sound if you want them to.
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PaganRaven
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Post by PaganRaven »

Well now I see that it is stupid to replace the ambient sound things, but I do prefer to replace a lot of old things in DOOM 2 with new things for GoH. It's just easier for me to have thing sprites on the deepsea map that look a little similar to the thing I made than to have them all be question marks.
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Anakin S.
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Post by Anakin S. »

Yes, and you'll be able to play the original levels with your new enemies in them.
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