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"Silent" button available?


cvlw
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Hello DR editing crew.

I have an editing situation where I would like a silent button such as atdm_mover_button without the click sound.

Might anyone know of a silent button or equivalent that already exists?  Is it possible to remove or disable the sound from an existing button?

I haven't figured out the trick to making this happen, yet.

Very much appreciated.

Clint

 

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I might have had success doing this:

 - Create the atdm_mover_button

 - Examine the entity

 - Select "Show Inherited Properties" checkbox

 - Change the arg snd_open to "nosound" (this creates a seemingly non-inherited snd_open arg.  Does this, then, override the inherited snd_open arg which doesn't change in DR?)

 

Thanks again.

Clint

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Hello! yeah you can use the following spawnargs:

"snd_open" "nosound" = when button is activated
"snd_close" "nosound" = when button reaches its destination (probably nosound by default)
"snd_move" "nosound  = when button is moving (usually a looping sound, probably nosound by default)

Just for future reference: "nosound" does not work for ambient tracks. Use "silence" instead. 

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One of the things I really need to understand about myself is that, at the moment I desire to ask the forums about something, I am really only an hour away from solving it for myself.

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20 hours ago, kingsal said:

Just for future reference: "nosound" does not work for ambient tracks. Use "silence" instead. 

Wouldn't it be better if only one "word" would be used for both? So "nosound" also for ambiant tracks?

 

33 minutes ago, cvlw said:

One of the things I really need to understand about myself is that, at the moment I desire to ask the forums about something, I am really only an hour away from solving it for myself.

Hopefully it helps someone else, but usually people ask these kind of questions in

 

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17 hours ago, datiswous said:

Wouldn't it be better if only one "word" would be used for both? So "nosound" also for ambiant tracks?

It would, but they require different properties in the sound shader and therefore need unique names. The ambient tracks need a silent "buffer" sound  played when the player transitions from one location to the next. This prevents audio popping. 

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To be technical about it, "nosound" is a script function to stop a speaker. "Silence" is an actual sound .wav file that plays nothing, so you can still have the speaker "play" an arbitrary .wav file, e.g., for the ambient system, then use that to easily not get a sound, as you might do in the popping case as mentioned... Or that was the theory. (The popping problem was fixed after I added that, but I was never 100% sure that was the fix that did it.)

But the issue in any event now is that now countless maps already use "silence" references in their location_settings spawnargs, and it's dicey changing things that mappers add themselves because they won't update with TDM changes, e.g, as opposed to using stock resources that automatically carry TDM changes with them into new versions.

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

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2 hours ago, demagogue said:

To be technical about it, "nosound" is a script function to stop a speaker. "Silence" is an actual sound .wav file that plays nothing, so you can still have the speaker "play" an arbitrary .wav file, e.g., for the ambient system, then use that to easily not get a sound, as you might do in the popping case as mentioned... Or that was the theory. (The popping problem was fixed after I added that, but I was never 100% sure that was the fix that did it.)

Oh interesting, I assumed nosound was an actual shader because it shows up as one in DR- I guess that's just a placeholder for the script. 

I know that using silence.ogg instead of silence_stereo.ogg for stereo ambient tracks used to mess up the bit rates.  I haven't tried removing the silence line all together to see if the popping effect still persists in 2.10. Good to know!

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21 hours ago, datiswous said:

Hopefully it helps someone else, but usually people ask these kind of questions in

 

Thanks for the direction.  I looked and then discovered how to search a specific topic in the forums, something I hadn't known prior to this.

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17 hours ago, kingsal said:

Oh interesting, I assumed nosound was an actual shader because it shows up as one in DR- I guess that's just a placeholder for the script. 

I know that using silence.ogg instead of silence_stereo.ogg for stereo ambient tracks used to mess up the bit rates.  I haven't tried removing the silence line all together to see if the popping effect still persists in 2.10. Good to know!

 

Oh nosound may be a sound shader too. I was working with "silence" the sound file & associated sound shader for my own project, and the function nosound in the code itself (where it means what I said). But if you saw nosound as a soundshader, then I'm sure you were right in what you saw, and if you want to know the difference, you could open up the soundshaders and see.

Also note that I worked on this stuff ages ago, so you don't have to trust everything I'm saying too much. 😝 I just get a kick when people talk about code I worked on and I want to talk about it.

Yeah the stereo issue came up later, and I'm glad somebody took care of it!

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

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