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Posted

If I wanted to make a sound that alerts AI, like a specific alarm sound, how would I do it? I know how to make a sprGS entity, but where do you actually call that soundprop entity from? None of our soundshaders seem to reference them.

Posted

Oh, so as long as the names are the same it's used automatically?

 

Does that mean if I create a speaker and use the player footstep sounds, it will alert the AI?

Posted

No, because the speaker is not using the snd_ style spawnarg, it's using s_shader. Only effects using the internal idEntity::StartSound() methods are supporting sound propagation, speakers don't do that.

Posted

No, because the speaker is not using the snd_ style spawnarg, it's using s_shader. Only effects using the internal idEntity::StartSound() methods are supporting sound propagation, speakers don't do that.

 

Should we build an entity that copies a speaker, attach a script object that does the StartSound() so people can just insert the entity into their map (atdm:alert_sound_speaker) and change a spawnarg (for the player audible sound they want to play) and then have a trigger pointed at that entity. That would make it easiest for mappers.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

  • 3 weeks later...
Posted

Ok, I need a little more help with this.

 

I've been playing around with giving doors a propagated sound, but it doesn't seem to work.

 

I've added the following (bold) line to the door entity:

 

"snd_open" "door_open_01"

"sprS_open" "door_open_01"

 

My understanding is that when playing "snd_open", the code will automatically look for "sprS_open".

 

And then I added the following soundprop entity:

 

entityDef sprGS_door_open_01

{

"inherit" "atdm:propagated_sound_base"

"vol" "140"

"dur" "100"

"alert_factor" "0.55"

 

"editor_usage" "Propagated sound of door opening/closing."

}

 

Isn't that all that's necessary? (the volume is cranked up to make sure it wasn't just too soft). AI aren't giving any indication that they're hearing it at all.

Posted

Is there a testmap for easy reproduction? Stepping through the debugger I can maybe spot what's wrong.

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