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trying to credit ppl but cant remember

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trying to credit ppl but cant remember

Postby ajay » Mon Mar 28, 2005 12:07 pm

Although I'm a few months of finishing, I'm getting the creditation sorted for Lunkin. I'm using the music code below (- minus the music here stuff nonsense I replaced the "long winded different level music stuff of mine" with.
But I can't remember where I got it, and who wrote it:

void() musicplay =
{
music here stuff !
};

void() playmusic =
{
local entity music;

music = spawn();

music.nextthink = time + 1;
music.think = musicplay;
};


Ideas?
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Postby Sajt » Mon Mar 28, 2005 11:41 pm

I'll help you. Replace the code with this.

void() musicplay =
{
sound (self, CHAN_VOICE, "music.wav", 1, ATTN_NONE);
};

voi() playmusic =
{
local entity music1, music2;

music1 = spawn ();
music2 = spawn ();

music1.origin = '-4096 -4096 -4096';
music2.origin = '4096 4096 4096';

music1.think = musicplay;
music2.think = musicplay;

music1.nextthink = time + 1.0;
music2.nextthink = time + 1.0;
};

If you do this, I'll let you credit nobody :) It's a common method for doing sound. (You have two sound players in different extremities of the level. This makes it so it doesn't sound like the music is coming out of only one speaker when turning in a certain direction)

Actually, the common method is:

void() playmusic =
{
ambientsound ('-4096 -4096 -4096', "music.wav", 1, ATTN_NONE);
ambientsound ('4096 4096 4096', "music.wav", 1, ATTN_NONE);
};

But that will make the sound play right away. If that's what you want (i.e. you won't be able to change the track til the level changes), then you can use that. Also the music must be looping to use the ambientsound version.
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Postby RenegadeC » Tue Mar 29, 2005 3:17 am

It's a shame the stereo sound hack method suppousedly doesn't work.

Record one channel as one .wav file, record the other channel as another .wav file .. play one wav at one side, and the other wav at the other end of the level.

It doesn't synch, although I'd like to try this for myself one day - especially in a 2D gameplay mod (I'll probably test it out using TAoV...)

So close ;)
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Postby ajay » Sun Jun 12, 2005 4:09 pm

Thanks for the replies, on a different but connected note, and back to this bit of code:

void() musicplay =
{
music here stuff !
};

void() playmusic =
{
local entity music;

music = spawn();

music.nextthink = time + 1;
music.think = musicplay;
};


How could I turn it off?
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Postby Wazat » Sun Jun 12, 2005 6:35 pm

play a different sound (such as misc/null.wav) on the same entity and the same channel.
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Postby Gilgamesh » Mon Jun 13, 2005 12:10 pm

Wazat wrote:play a different sound (such as misc/null.wav) on the same entity and the same channel.


IIRC, null.wav is a looping sound. I prefer to play out beloved r_exp3.wav with volume 0, it works :)
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Postby Wazat » Mon Jun 13, 2005 3:51 pm

It's looping? The sound quake uses to stop other sounds is looping?

/me ponders what drunken orgy over at ID software spawned that decision...
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Postby Gilgamesh » Mon Jun 13, 2005 3:59 pm

Wazat wrote:It's looping? The sound quake uses to stop other sounds is looping?

/me ponders what drunken orgy over at ID software spawned that decision...


Or i may be wrong (and the place where a saw it too)...
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Postby Dr. Shadowborg » Mon Jun 13, 2005 4:19 pm

Wazat wrote:It's looping? The sound quake uses to stop other sounds is looping?

/me ponders what drunken orgy over at ID software spawned that decision...


Well, look at it this way, if you ever had to stop an ambientsound (Which only accepts loops), It'd be real handy to have. =P
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Postby FrikaC » Wed Jun 15, 2005 12:21 am

But you can't change an ambientsound once spawned....
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Postby ajay » Wed Jun 15, 2005 7:20 am

Which is what I've found.....
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Postby FrikaC » Wed Jun 15, 2005 7:52 am

Behind the sofa along with a half eaten bag of Fritos....
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Postby ajay » Wed Jun 15, 2005 9:54 am

.. and the lost city of atlantis, lord lucan and shergar...

it's a big bloody sofa
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Postby Dr. Shadowborg » Wed Jun 15, 2005 3:41 pm

FrikaC wrote:But you can't change an ambientsound once spawned....


Which is why null.wav being looped is so damn funny. :)
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Postby Gilgamesh » Wed Jun 15, 2005 4:01 pm

Dr. Shadowborg wrote:
FrikaC wrote:But you can't change an ambientsound once spawned....


Which is why null.wav being looped is so damn funny. :)


I know what is the purpose: you can use it to create an ambientsound for quiet places! Yes, that is it. If you want a sound of frogs, there is one for it. If you want wind, there is another one. If you want no sound at all, you use this.

NEXT!
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