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sobe    Posted 16th Dec 2004 10:27pm
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I can't seem to get an ambient sound to work in my map for the mapping competition.I have never used ambient sound before so could somewhere please enlighten me...
"Apparently, Plaintiff believes that he could sue an egg company for fraud for labeling a carton of 12 eggs a dozen, because some bakers would view a dozen as including 13 items." - Western Digital 2006    
DVL-Blaze   Posted 16th Dec 2004 10:40pm
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no problem. First, turn the volume of the ambient sound to 1.00. Next for the min. dist. dropoff. Make the small circle cover the whole map. For the song, it must be in .wav format. Put the song in the single folder. browse for it in the properties of the amb sound.and yur done. If u do not put the wave file in it's own vpp then u must re add the sound to the map vpp everytime u create packfile.
{DVL} Blaze
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sobe    Posted 16th Dec 2004 10:49pm
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Doesn't work
"Apparently, Plaintiff believes that he could sue an egg company for fraud for labeling a carton of 12 eggs a dozen, because some bakers would view a dozen as including 13 items." - Western Digital 2006    
insane   Posted 16th Dec 2004 11:09pm
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dont forget to add .wav to the end of the file name , that what i always do
"Killzone more fun than a barrel of halos"
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Kiliad   Posted 16th Dec 2004 11:12pm
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Are you using default ambient sounds? The ones in audio.vpp with the amb_ prefix?
If you are using custom sounds then you'll have problems because they don't loop like the default ones do. Putting amb_ in front of the file name doesn't help with custom sounds either. Volition seem to have used an odd wav format that contains a marker which the game sees and then knows to use looping.
"The pen is mightier than the sword.. and considerably easier to write with." - Groucho Marx    
Molodiets   Posted 16th Dec 2004 11:16pm
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Quoting NoClanFrank
Making a separate music .vpp file
---------------------------
You can make a separate .vpp file by
1. Converting your music/sound file to .wave format first
2. Get a .vpp builder from here:
http://www.levels4you.com/review.l4y?file=1552
3. Open up the .vpp builder
4. Click add
5. Located the music/sounds file/s
6. Click ok
7. Now click "save as"
8. Name the file the same as what the file that you just added
9. Save it to your Single folder, it just makes it easier to find and the game can read it from there too.
10. You now have a music/sound file that can get a player the choice of whether or not he wants music while playing your level.
11. Submit the music file with your level .vpp file.

Note:
-----
This is only recommended for use with ambient sounds or keyframe sounds. If you use it for event items, it will crash the map if you (or the person that has your level) decide not to install the music .vpp file.
Quote
Adding Custom Sounds To Your Level


If you want to use custom sounds in your level, it's easy to do.

First, your the WAV file needs to be in one of the following formats:

- 8 bit at 11, 22, or 44 KHz

- 16 bit at 11, 22, 44 KHz

It's a good idea to stick with 8 bit 22 KHZ or 16 bit 11 KHz for framerate reasons and to keep your level pack file size under control.

Place your custom sound file in a sub-directory under "RedFactionuser_mapssingle".

In order to distribute the sounds with your level, you will have to manually add them to the level's pack file or make a separate .vpp file. You can easily do this with the VPP Builder.


NoClanFrank
NoClanFrank has been marked as a troublesome user.


here


Quoting Beatonator
or maybe you have just F*cked up somewhere, or its one of those annoying things RED does, or maybe try just ineserting another etc.....

here



Quoting Kiliad
I have never managed to get custom ambient sounds working and I haven't see anyone else do it either.
You can imitate them by creating a mover and putting your sounds into that and time the mover so it repeats in sync with the length of you wave files. This gives a continuous sound.
You can also use the When_Dead event linked to Play_Sound through a Cyclic_Timer to repeat your wave file continuosly but the sound plays at the same volume no matter where you are whereas true ambient sounds have a volume trail off as you move away from the source.

Before anyone jumps and says they can get custom ambient sounds to work make sure you understand we're talkig about the Ambient_Sound event. There may be a way to do it but like I said, I haven't seen it.

here

That question just always comes back again and again. There is no answer.
spoilsport    
sobe    Posted 17th Dec 2004 2:57am
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Nothing worked and I found the reason.I had binded 5 songs into one and it was too much for an ambient sound but not a Music_Start event.So I simply made the Ambient Sound only 2 songs.And the Stereo will beat with the tunes as well.I do't know whether it was the wav size or the wav length.But anywho it's fixed now.Thanks for all those that tried to help.

Oh and molo if I didn't know better giving out all that info seems to be what Frank does....Hmmmmm....Frank....Get your @$$ off of molodiet's account
"Apparently, Plaintiff believes that he could sue an egg company for fraud for labeling a carton of 12 eggs a dozen, because some bakers would view a dozen as including 13 items." - Western Digital 2006    



Shark   Posted 19th Dec 2004 6:42pm
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Any way to loop a music from the game itself in a MP map...?
Mapper to the bone :    
Trigger   Posted 19th Dec 2004 7:40pm
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Quote
Any way to loop a music from the game itself in a MP map...?

TrotSkie . He was the dude to figure it out.
If I ever get to where I am going, will I know when I am there?    
Shark   Posted 19th Dec 2004 8:32pm
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He sure did! ty trigger
Mapper to the bone :    
L4Y   Posted 20th Dec 2004 8:22pm
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This topic was transferred from "Red Faction" at this point by AVPU.

Please make sure you post topics in the correct forum!
   
DVL_IAC   Posted 20th Dec 2004 9:33pm
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Quoting sobe
Nothing worked and I found the reason.I had binded 5 songs into one and it was too much for an ambient sound but not a Music_Start event.So I simply made the Ambient Sound only 2 songs.And the Stereo will beat with the tunes as well.I do't know whether it was the wav size or the wav length.But anywho it's fixed now.Thanks for all those that tried to help.

Oh and molo if I didn't know better giving out all that info seems to be what Frank does....Hmmmmm....Frank....Get your @$$ off of molodiet's account


umm theres no limit to the amount of songs u can put in an ambient... what i do is convert em all to wave then open one of them in sound recorder then movethe slider to the end of the songand then go to edit then click insert file then find the next song i want and slide the slider to the end again and insert the next file.. etc. the most ive put into 1 file was 12 i think because theres no point to go over 1h of music because thats the max length of a server then after u added all the songs u want click file then save and name it like blah music or something like that then open vpp builder and click new then click add then find ur big music file then save the vpp into ur single folder then open ur map and make an ambient ans set the volume scale to 1 then the min distance to like 50 or something.. a number big enough so that the inner circle covers your whole map then click browse and then find your big wav file and click it then click ok then build geometry then calculate lighting then save ur map then create a packfile then test ur map and if u did this all right u will hear your music.
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DVL-Blaze   Posted 20th Dec 2004 9:54pm
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that's what i do and it works out fine
{DVL} Blaze
My Maps  
 
NoClanFrank    Posted 20th Dec 2004 11:12pm
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Looping sounds In Red Faction:

When_Dead
link* it to
Cyclic_Timer
link* it to
Play_Sound

Then link* When_Dead to Trigger Door (check "Is Auto Trigger")

This method seems to allow MAC user to play this level. If you need a picture then open up my map and check the events inside helicopter.

DM - NC-WasteLand

* You link a trigger and event together by using the objects unique id number, or by just selecting the first object, then the second object, and hitting the "K" hot-key.
I hope this helps, if it doesn't blame RED.
>Click Here< If You Don't Have a Social Life :/    Modified Dec 20th, 11:14pm by NoClanFrank
Trigger   Posted 21st Dec 2004 7:12am
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FrankRF GURU [should i say?], that is very cool. Nice to see someone watching out for the Mac users [they really are supreme comps compared to PC]. I might actually get into making an MP one day [probably when i can afford a mac].

Anyway, for the benefit of the wider community, may i Ctrl C and then Ctrl V this technique into the redtech archive? If so, who figured this out?

If I ever get to where I am going, will I know when I am there?    
Spikey2005   Posted 23rd May 2010 2:51pm
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Post 1726 / 2126

If you are wanting to loop music in multiplayer, you will need to use the following events.

When_Dead
Link it to
Delay
Link it to
Music_Start
Link it to
Delay - This delays properties will need to be set to the duration of the sound
Link it to
Music_Stop
Link it to
First Delay you made - This will loop it back to the beginning
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www.youtube.com/themudkiphut  
 
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