GoldenEye: Source Forums

Debriefing => Bug Reports & Fixes => Topic started by: namajnaG on June 06, 2013, 11:45:51 pm

Title: ambient_generic bug
Post by: namajnaG on June 06, 2013, 11:45:51 pm
I've been noticing this whilst testing my maps, Not sure if this was addressed before, But I decided to post it anyway. ambient_generic entities will not play until the first round is over or a round restart occurs. Does this has to do anything with the game itself or something in my map's wrong?
Title: Re: ambient_generic bug
Post by: killermonkey on June 07, 2013, 02:02:08 am
I couldn't find any obvious reason in the code. Anyone else experience this?
Title: Re: ambient_generic bug
Post by: kraid on June 07, 2013, 09:06:35 am
Has been a long time since i last toyed arround with this stuff, but i remember there was an issue like this if you use ambient_generic to play mp3 files. The rest should be a question of a good soundscape setup and correct triggering.
Don't rely on logic_auto to initialize your soundscape at map start.
Rather create big trigger volumes that cover whole areas of a map and trigger your soundscape with this.
And don't use the ambient_generic to play levelmusic since we got that wonderfull music player KM coded.
(just in case you were trying to do this)
Title: Re: ambient_generic bug
Post by: killermonkey on June 07, 2013, 01:24:56 pm
Also you can try using the ge_gameplayinfo entity which can issue triggers on round and match start.
Title: Re: ambient_generic bug
Post by: namajnaG on June 07, 2013, 05:37:54 pm
I use ambient_generic entities for ambient sounds around the map. I will try your methods out, Thanks!