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[SCRIPT] Randomized Ambient Sounds for Larger Maps? - Printable Version

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Randomized Ambient Sounds for Larger Maps? - BonesTheRabbit - 10-20-2013

So, I'm trying to add some randomized ambient sounds for a map that I'm working on. Something akin to the way the cellar (05_wine_cellar.hps) works in the original Amnesia game.

The problem is, my map is very large, and it's taking a fairly significant amount of time to set up optimized sound areas. Is there a more streamlined option, where sounds can be played in approximation to the player's position rather than at a specific entity or area?

I still want the positional element involved, to add to the sense of immersion, but it's getting a bit redundant to have fifty sound points solely for ambient elements.


RE: Randomized Ambient Sounds for Larger Maps? - WALP - 10-20-2013

Perhaps this will work, For some reason this was not put under the sound category
[Image: mGfqh7h.png]


RE: Randomized Ambient Sounds for Larger Maps? - BonesTheRabbit - 10-20-2013

(10-20-2013, 07:47 PM)The Mug Wrote: Perhaps this will work, For some reason this was not put under the sound category
[Image: mGfqh7h.png]

That's a pretty good option. Still wondering if there's a way to create a positional element, though. Do you know if an entity or area can be created at a custom X, Y, Z position via scripts?


RE: Randomized Ambient Sounds for Larger Maps? - WALP - 10-20-2013

Not with the current scripts but I believe it will be possible when the update comes out, Look here for a list of the functions the update currently in testing will bring


RE: Randomized Ambient Sounds for Larger Maps? - BonesTheRabbit - 10-20-2013

Well, that's both disappointing and exciting at the same time. I suppose I'll use the aforementioned function to save time on development and keep things optimized, then. Thanks kindly, The Mug.