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aj9edwards

Sound Playing.

13 posts in this topic

Can you hook a trigger brush to a ambient_generic to play any sound?

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Looping or non-looping? Non-looping is straightforward enough. Looping I'm not sure, but maybe you can use the "ontouch" and "onendtouch" outputs.

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am just wanting a single girls scream that ill edit myself and itll only be played once when the player is in the middle of a long dark corridor.

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Well that is simple enough, on the trigger's output tab OnTrigger>ambient_generic>playsound

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I know this will be a silly question but how do i add the .wav files to the "Hammer Sounds" (dont know the name for it) so i can use custom ones?

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You Add it to the file Directory: C:\Program Files (x86)\Steam\steamapps\common\nmrih\nmrih\sound

Yours May Be Different, After that you do not need to do anything else, Make sure you pakrat it!

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Can you hook a trigger brush to a ambient_generic to play any sound?

Non-looping is straightforward enough.

Okay. Lol. Can someone take a look at my map and tell me why it is not working?

http://www.putlocker.com/file/19506363B0FD7CA0

Out of the 8 sounds in that map only 2 will play (door unlocked, and door locked). A lot of the sound files in the Sound Resource Browser can't be previewed in the hammer editor, and a lot of the sounds that can will still not play in-game.

Here's an example:

I have an explosion and I want a sound to accompany it. I am looking in the Sound Resource Browser and filter with the word "explosion" and "Sound Type" set to "Game Sounds". Out of the 10 results I get, five sounds like normal explosions. These are:

BaseExplosionEffect.Sound

HearcrabCanister.Explosion

HearcrabCanister.SkyboxExplosion

k_lab2.Barney_Explosion

Town.d1_town_01a_explosion1

The last one can not be previewed and none of the other 4 will play in game. If I change the Sound Name (only thing I change!) to DoorHandles.Unlocked1 it works. I tried to decompile some maps and look how they did the explosion sound but the decompiled versions are always so broken and messed up and not in one of them is the sound entity still present (even though I can see stuff refering to it in their outputs). Did they all use custom explosion sounds?

Here is another example: I want a sound of a generator running. I tried d1_canals.diesel_generator from the Sound Resource Browser but it did not work. In Hershel's Farm there is a generator running, and I looked at the .vmf (the only non broken .vmf file I have!! Please tell me if you have more!) and it uses a sound called diesel_loop2.wav. This sound works in my map also. But I think this is a custom sound because I can not find it in the Sound Resource Browser and therefore I dare not to take it. (Edit: I changed "Sound Type" in the Sound Resource Browser to "Raw" instead of "Game sounds" and then I found it. I will use it!) Do I have to somehow find custom sounds for ever single little sound I want? These are all pretty standard sounds I am searching for, sounds that appear in every other NMRiH map.

My Hammer adventure has been a very painful one so far. Please help. =(

Edited by Socialstyrelsen

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Can't look at the vmf for a few hours cuz I'm at work, but did u try spawning them in via point_templates?

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did u try spawning them in via point_templates?

Nope. It's just a trigger_once with the output OnTrigger, Name of entity and Playsound. I don't know if you mean that I should, or that I shouldn't use a template? But in any case, I tried spawning the ambient_generic entities with templates. So on trigger_once I put forcespawn of point_template and then I unchecked flag "Start silent" on the ambient_generic. But that did not work at all, not even on DoorHandles.Unlocked1.

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Maybe you should use 'raw' sounds as opposed to 'game sounds'? It has a longer list, but you can browse through fairly easily.

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Maybe you should use 'raw' sounds as opposed to 'game sounds'?

Yes!! Thank you so much! All of the sounds I tested worked! Amazing. Something actually works for me. I'm so happy. =)

Edited by Socialstyrelsen

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