• Custom Sound Not Working
    6 replies, posted
I made a custom sound of beach noises for my map. I made it 44100HZ in Audacity, and exported it as a ".wav" file, and it's under 30 seconds. I entered it in the correct directories (Because Hammer recognizes it and plays the sound fine in the preview). I place the "Ambient_Generic" where as said, plays fine in the settings menu for the entity. When I compile my map, then pack the sound with Pakrat, the sound does not work in game whatsoever (Garry'smod). One time I got it to work, but then afterwards pasted copies of the entity that worked, on to far apart places along the coast of the beach while re-naming them, but unfortunately it stopped working from that change. I want to make it work all the time instead of this game of luck. Am I setting it up wrong? I only want it to loop in a couple of places along the beach WITHOUT playing everywhere, and WITHOUT being triggered by something. Here is my settings: [img]http://s30.postimg.org/sebdk5hg1/Audio_1.png[/img] The "In" and "Out" puts tab have nothing entered. [img]http://s16.postimg.org/xr3e2gqhh/Audio_2.png[/img] Here is a video to see what I mean when it does not work: [video=youtube;RFVjc1BoDQs]https://www.youtube.com/watch?v=RFVjc1BoDQs&feature=youtu.be[/video]
[QUOTE=Mr Anonymous;46825643]Can you try placing the sound file in Garrysmod/Sounds and then loading up the map and trying that?[/QUOTE] Unfortunately it sill doesn't work... I also found that if I check "Play Everywhere", that the sound plays, but then doesn't loop even though "Does NOT loop" is unchecked. Either way, I only want it to play at a radius, not everywhere.
Have you also added loop points to your sound file? Usually when the engine doesn't find any loop points in a .wav file while the entity is set to loop, the sound will simply not play. You can do this by getting Wavosaur and adding loop points on the file by pressing L. [img]http://upl.kittehcat.org/2014-12-31_15-43-54.png[/img] Also, make sure the sound file has only one channel if you want it to be heard from one side only. If it's in stereo, and you are standing on the beach with the sea to your right, you will also hear it from the left.
[QUOTE=Merijnwitje;46828568]Have you also added loop points to your sound file? Usually when the engine doesn't find any loop points in a .wav file while the entity is set to loop, the sound will simply not play. You can do this by getting Wavosaur and adding loop points on the file by pressing L. [img]http://upl.kittehcat.org/2014-12-31_15-43-54.png[/img] Also, make sure the sound file has only one channel if you want it to be heard from one side only. If it's in stereo, and you are standing on the beach with the sea to your right, you will also hear it from the left.[/QUOTE] I'll try that and see what happens. [editline]31st December 2014[/editline] [QUOTE=Mr Anonymous;46828191]Can you not just have a trigger set to start the sound when someone spawns and then delete the trigger once initiated? That way it's turned on.[/QUOTE] I'll see if that helps, you mean by making a trigger in Hammer, loading the map and making the sound work with the trigger, then deleting the trigger in Hammer, and re-compile again right? [editline]31st December 2014[/editline] Okay, I can't get anything to work, now triggers wont even make it work. I'm posting a video to show what exactly is going on. [editline]31st December 2014[/editline] I have a video to get a complete understanding on what is actually going on with the sound: [video=youtube;RFVjc1BoDQs]https://www.youtube.com/watch?v=RFVjc1BoDQs&feature=youtu.be[/video]
I FINALLY got it to work! I needed to place a trigger, but make sure the ambient generic was unchecked with "Does not loop", while having the sound looped in Wavosaur! Thanks everyone for the help!
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