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question re: func_earthquake


grayman

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Don't know - not tried that. You could look at the properties to see if anything needs setting. Another approach is to play a sound that causes screen shaking; there were some in Heart. You can also modify these to make a sound shader (text file def) to go with some other sound.

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Don't know - not tried that. You could look at the properties to see if anything needs setting. Another approach is to play a sound that causes screen shaking; there were some in Heart. You can also modify these to make a sound shader (text file def) to go with some other sound.

 

 

Thanks. I'll look into these possibilities.

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Here's what I did and it works:

 

1. If you don't already have one, create a sound definition (text) file (assuming a map name of "mymap"):

 

mymap/sound/mymap.sndshd

 

2. Put the following in it (or add it to an existing sound definition file):

 

 

my_earthquake

{

minDistance 1

maxDistance 25

volume 7

unclamped

shakes 0.5

 

sound/ed/earthquake/rubble7.wav

sound/ed/earthquake/rubble9_basso.wav

}

 

When testing, you can adjust the distances, volume, and amount of shaking to fit your needs.

 

3. Fire up DR, load your map, and add a speaker where you want to experience the earthquake. Give it this property/value pair:

 

"s_shader" "my_earthquake"

 

Alternatively, you should be able to select the existing s_shader property and hit the "Choose sound" button. The pop-up window should show you this:

 

+mymap

 

Open that and you should see this:

 

my_earthquake

 

Select that, hit OK, and you've added the sound.

 

Trigger the speaker any old way. You can trigger it again to turn it off, or wait for it to die out on its own.

 

 

Thanks to Fidcal for the pointer.

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