Location Settings
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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.
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-caches the sounds so there isn't a pause when they start playing.)
Writing in progress...