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Author Topic: ambient_generic bug  (Read 1234 times)

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namajnaG

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ambient_generic bug
« on: June 06, 2013, 12:45:51 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?

killermonkey

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Re: ambient_generic bug
« Reply #1 on: June 06, 2013, 03:02:08 pm »

I couldn't find any obvious reason in the code. Anyone else experience this?
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kraid

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Re: ambient_generic bug
« Reply #2 on: June 06, 2013, 10:06:35 pm »

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)
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killermonkey

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Re: ambient_generic bug
« Reply #3 on: June 07, 2013, 02:24:56 am »

Also you can try using the ge_gameplayinfo entity which can issue triggers on round and match start.
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namajnaG

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Re: ambient_generic bug
« Reply #4 on: June 07, 2013, 06:37:54 am »

I use ambient_generic entities for ambient sounds around the map. I will try your methods out, Thanks!
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