SNDSEQ, how do I hate thee...

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alien8
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SNDSEQ, how do I hate thee...

Post by alien8 »

...let me count the ways.

I'm trying to make a compressor that has four 'pistons' whose movement is governed by a Floor_Waggle floor special. They work fine, but I am having a hell of a time trying to create a new Sound Sequence for this thing. I've pored over the wiki, and maybe I'm just a bit obtuse, but I can't make heads or tails of what I'm supposed to do to get this working. First off, here's my SNDSEQ:

Code: Select all

//I FUCKING HATE SNDSEQ

:Compressor
	platform 1
        volume 100
	playrepeat world/compressor
	stopsound world/hiss_stop
end

//FUCK YOU, JUST WORK ALREADY
I've got two Sound Sequence 1 Things (one in each of the two sectors making up the pistons), and both of the audio files are correctly set up in SNDINFO. If I call either of them in an ActivatorSound script, they both work fine. But when that script runs to start the two Floor_Waggle specials, I don't get a damn peep out of them.

What am I doing wrong here? The only thing I can really think of is that maybe platform sound sequences don't work with Floor_Waggle?
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Graf Zahl
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Re: SNDSEQ, how do I hate thee...

Post by Graf Zahl »

Floor_waggle doesn't make any sounds, plain and simple!
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Enjay
 
 
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Re: SNDSEQ, how do I hate thee...

Post by Enjay »

Which, given that most of the time it is used for fairly small movements for things like the surface of water, makes a lot of sense.

If you are making pistons, you could probably set them up to work better using a repeating script anyway.
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Remmirath
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Re: SNDSEQ, how do I hate thee...

Post by Remmirath »

I made some trick of this a while ago in my TEN map01; it wasn't much complicated; i just put the waggling sector, then defined a ambient sound with a periodic delay of 2 seconds, and then i placed an ambient sound thing near the sector itself.
That's the farthest i can suggest...
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HotWax
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Re: SNDSEQ, how do I hate thee...

Post by HotWax »

Enjay wrote:If you are making pistons, you could probably set them up to work better using a repeating script anyway.
He's probably using a waggle because it has a built-in sine acceleration/deceleration. While you could script that, it's a lot more work than simply having a script that moves the floor up and down at a fixed rate.

Hmm, maybe a couple new movement specials could be added that move the ceiling and floor using this type of effect? It would certainly make for more realistic elevators...
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alien8
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Re: SNDSEQ, how do I hate thee...

Post by alien8 »

My plan to get around this, then, will be to change the sector's light levels 1 unit for as long as the floor is waggling, and then use a GetSectorLightLevel in an open if/then script to call the SoundSequence that I want to play. Hopefully I'll get a chance this afternoon to try it out.
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