Location Settings: Difference between revisions

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''written by demagogue''
''written by demagogue''


This describes a method of doing ambient sounds in which entering a "location" zone (the area inside a set of portals) turns on an omni ambient, then turns it off when you leave, possibly starting a new ambient for the new zone.   
This describes a method of doing ambient sounds in which entering a "location" zone (the area inside a set of portals) turns on an omni ambient inside that area, then turns it off when you leave, possibly starting a new ambient for the new zone.   


It uses three entities:  a special speaker (speaker_zone_ambient), info_location's, and location dividers.   
It uses three entities:  a special speaker (speaker_zone_ambient), info_location's, and location dividers.   
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:Create a speaker_zone_ambient entity in your blueroom (i.e., a room off to the side the player will never enter).   
:Create a speaker_zone_ambient entity in your blueroom (i.e., a room off to the side the player will never enter).   


:In the speaker's spawnargs, put the names of all the ambient sounds you want to play in your map.  (This pre-caches the sounds so there isn't a pause when they start playing.)   
:In the speaker's spawnargs, put the names of all the ambient sounds you want to play in your map.  (This pre-loads the sounds into the speaker so there isn't a pause when they start playing.)  Put it in this key/value form:
 
"snd_mansion"    "mansion_tension01_z"





Revision as of 20:46, 19 June 2009

written by demagogue

This describes a method of doing ambient sounds in which entering a "location" zone (the area inside a set of portals) turns on an omni ambient inside that area, then turns it off when you leave, possibly starting a new ambient for the new zone.

It uses three entities: a special speaker (speaker_zone_ambient), info_location's, and location dividers.


Set up

Create a speaker_zone_ambient entity in your blueroom (i.e., a room off to the side the player will never enter).
In the speaker's spawnargs, put the names of all the ambient sounds you want to play in your map. (This pre-loads the sounds into the speaker so there isn't a pause when they start playing.) Put it in this key/value form:

"snd_mansion" "mansion_tension01_z"


Writing in progress...


See also