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Music
Posted: Mon Aug 31, 2009 4:26 pm
by Vasili
1. How do I set up music playing in game?
2. How do I use custom Music?
Posted: Mon Aug 31, 2009 4:45 pm
by Blues
I know that you could use
1. ambient_generic
2. soundscapes - for these you have to define a script. But they have much more customisation possibilities than an ambient_generic has.
I'll just scroll down the entity list in hammer to see if there are any other sound entities...
Posted: Mon Aug 31, 2009 6:07 pm
by fug4life
Soundscapes are a lot of work but if gotten right they give the best results, though I'm sure they are a pain in the arse with mp3 format. W/e I dont really use, I used once a long time ago in my Empires map and ever since OC I've never bothered again.
However Ambient Generics are a pain in the arse too, though if you know the bugs connected with it then you'll be ok.
First things first, if your wav/mp3 file is not looped in the sound file then there is no way of looping it in hammer despite the entities options. No big problem, you need a free music program called GoldWave and just add a cue point at the start of the track and one at the end. And there you have it, though you can add your start cue half way through the track and it'll start from the beginning then after it finishes it'll restart from whereever your start cue is.
Now skip all that if your not after a looping sound but you want to play one track after another?
You would need to fire the output Playsound and then when your track finishes Stopsound, the latter is important. How do I know how long my track is? Wave your mouse over the file in windows explorer and it should tell you. And remeber hammer works in seconds, so 5 minutes = 300 seconds.
The important part is getting your sound to stop before the next one starts (this is only for music tracks) for ambience you can overlap and set radius etc.
Logic_timers can assist you in your quest for looping a whole set of music tracks.
Posted: Mon Aug 31, 2009 6:27 pm
by Blues
As I got a nice (German) tutorial to work after where I can check things again before starting to work on the sounds, soundscapes are not a really hard thing to do - there should be decent english tutorials on the internetz for you too, Vasili.
Posted: Mon Aug 31, 2009 7:00 pm
by Vasili
I'm asking here because Tutorials are written in Double Dutch.
Posted: Mon Aug 31, 2009 11:38 pm
by destiny
and with dutch you mean netherlands?
Posted: Tue Sep 01, 2009 12:14 am
by Vasili
destiny wrote:and with dutch you mean netherlands?
Never mind.
Posted: Tue Sep 01, 2009 9:07 am
by Blues
When I get some spare time today I'll read that German tutorial again and try to explain it to you in Single Dutch.

Posted: Tue Sep 01, 2009 10:40 am
by fug4life
I wouldn't use soundscapes for music tbh, its a lot of work, you have to create trigger volumes and you have to think that little harder for multiplayer as you can end up with players running about your map re-triggering soundscapes etc. You just have to really think it out.
oc_waking_dead is an example you get music overlapping. Dont get me wrong I'm sure its possible to get right, most cs:s maps run on sound scapes for ambience etc.
Posted: Tue Sep 01, 2009 10:57 am
by Blues
For music played like in waking dead (that is you hear it everywhere like the battle music in HL²) you can just use an ambient_generic with the flag "Play everywhere" checked.
If you want to make a radio or something play a song, then you just uncheck that flag and choose the radio entity's name as "SourceEntityName".