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Setting propogated sounds


Springheel

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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.

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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?

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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.

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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

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  • 3 weeks later...

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.

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Strange. I was creating a simple testmap, but now the behaviour seems to be working. I'll have to test more to see what's going on.

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It seems to work in the testmap, but nowhere else. Weird. :rolleyes: Oh well, it's a bit moot for now, so I'm going to leave it for the time being.

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