Jump to content
The Dark Mod Forums

Looping sounds not looping?


Springheel

Recommended Posts

I noticed there are a series of sounds called "machine_noise06_loop". However, none of them actually have the "looping" keyword in their shader, so if you just add them to your map, they'll play just once and the mapper will be left wondering why they are silent by the time he gets there.

 

Can anyone think of a reason not to add "looping" to the shader of sounds with "loop" in the name?

Link to comment
Share on other sites

Some loop automatically and some don't. And there's no way to tell without opening the sound shader.

Link to comment
Share on other sites

I wonder what the chances are of someone using a "loop" sound when they didn't actually want it to loop. It's a valid concern.

Link to comment
Share on other sites

I thought the speaker spawnarg overrides the soundshader argument, so the default is the soundshader unless the speaker sets something different. But I don't know, sounds fishy now that I think about it; if the spawnarg had an inherited value then it wouldn't work that way.

 

Edit: Sorry, of course it's more natural to think about it the other way around. The spawnarg sets it, then the soundshader can override it. But that would mean you can still set the spawnarg on the speaker to loop, like grayman said, and it should work (since it probably means the soundshader just doesn't have that value, I think).

What do you see when you turn out the light? I can't tell you but I know that it's mine.

Link to comment
Share on other sites

Yes, you can add s_looping 1 to make it work, it just seems odd that you should have to. But for compatibility I'll leave them.

 

Anyone know how to make a value show up in the entity window though? I know there's a way to force a spawnarg to be visible, and if we could force "looping" to be visible then that might be useful for mappers (though it's strange, because the spawnarg you use in the soundshader is "looping" but the one you use on the speaker entity is "s_looping").

Link to comment
Share on other sites

Edit: And I thought mappers always had to use s_looping on the speaker, and that the "loop" in the shader name just meant that the sound was created so it could loop.

And by "could loop", I see it as the sound was created with the ability to loop seamlessly, when set 's_looping' '1'...not that it would loop automatically.

LOL... I will not seriously propose changing the wording to "loop-able", but it is more apt.

But I will propose "loop_friendly" :)

Edited by PranQster

System: Mageia Linux Cauldron, aka Mageia 8

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

  • Recent Status Updates

    • Petike the Taffer  »  DeTeEff

      I've updated the articles for your FMs and your author category at the wiki. Your newer nickname (DeTeEff) now comes first, and the one in parentheses is your older nickname (Fieldmedic). Just to avoid confusing people who played your FMs years ago and remember your older nickname. I've added a wiki article for your latest FM, Who Watches the Watcher?, as part of my current updating efforts. Unless I overlooked something, you have five different FMs so far.
      · 0 replies
    • Petike the Taffer

      I've finally managed to log in to The Dark Mod Wiki. I'm back in the saddle and before the holidays start in full, I'll be adding a few new FM articles and doing other updates. Written in Stone is already done.
      · 4 replies
    • nbohr1more

      TDM 15th Anniversary Contest is now active! Please declare your participation: https://forums.thedarkmod.com/index.php?/topic/22413-the-dark-mod-15th-anniversary-contest-entry-thread/
       
      · 0 replies
    • JackFarmer

      @TheUnbeholden
      You cannot receive PMs. Could you please be so kind and check your mailbox if it is full (or maybe you switched off the function)?
      · 1 reply
    • OrbWeaver

      I like the new frob highlight but it would nice if it was less "flickery" while moving over objects (especially barred metal doors).
      · 4 replies
×
×
  • Create New...