theDARKW0LF
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How Can I Raise Sound Volume?
I have it so a script triggers a sound when I enter an area, but the sound it plays, "scare_loon_single.snt", is so very quiet, and I can barely hear it over the music I have playing on the map. Is there any way to make the sound louder?
I have one more question... Is there any way to get another one of my triggered sounds to loop for a certain amount of time? The one I'm trying to do this on is "scare_wood_creak_walk.snt", because if it doesn't loop, all you hear is one or two footsteps, and I wanna hear more than that!
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09-17-2010, 02:12 AM |
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MulleDK19
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RE: How Can I Raise Sound Volume?
(09-17-2010, 02:12 AM)theDARKW0LF Wrote: I have it so a script triggers a sound when I enter an area, but the sound it plays, "scare_loon_single.snt", is so very quiet, and I can barely hear it over the music I have playing on the map. Is there any way to make the sound louder? You could simply copy the sounds, then make them louder in a sound editor, or turn down the music.
(09-17-2010, 02:12 AM)theDARKW0LF Wrote: I have one more question... Is there any way to get another one of my triggered sounds to loop for a certain amount of time? The one I'm trying to do this on is "scare_wood_creak_walk.snt", because if it doesn't loop, all you hear is one or two footsteps, and I wanna hear more than that!
Use timers.
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09-17-2010, 02:21 AM |
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theDARKW0LF
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RE: How Can I Raise Sound Volume?
(09-17-2010, 02:21 AM)MulleDK19 Wrote: (09-17-2010, 02:12 AM)theDARKW0LF Wrote: I have it so a script triggers a sound when I enter an area, but the sound it plays, "scare_loon_single.snt", is so very quiet, and I can barely hear it over the music I have playing on the map. Is there any way to make the sound louder? You could simply copy the sounds, then make them louder in a sound editor, or turn down the music.
(09-17-2010, 02:12 AM)theDARKW0LF Wrote: I have one more question... Is there any way to get another one of my triggered sounds to loop for a certain amount of time? The one I'm trying to do this on is "scare_wood_creak_walk.snt", because if it doesn't loop, all you hear is one or two footsteps, and I wanna hear more than that!
Use timers.
Sounds simple enough, I just need to know what exactly goes into the three fields in the "AddTimer(string& asName, float afTime, string& asFunction);" string. Obviously the time goes into the middle field, but what name would I put in the first field, and what do I put in the last one? Thanks for your help!
EDIT: Oh, and would the time be in seconds? So if I put in 2 it'd play for 2 seconds?
EDIT2: It looks like I also don't know where I am to be putting the AddTimer function, under the "void CollideWalkSoundTrigger1(string &in asParent, string &in asChild, int alState)"?
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09-17-2010, 02:30 AM |
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MulleDK19
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RE: How Can I Raise Sound Volume?
(09-17-2010, 02:30 AM)theDARKW0LF Wrote: (09-17-2010, 02:21 AM)MulleDK19 Wrote: (09-17-2010, 02:12 AM)theDARKW0LF Wrote: I have it so a script triggers a sound when I enter an area, but the sound it plays, "scare_loon_single.snt", is so very quiet, and I can barely hear it over the music I have playing on the map. Is there any way to make the sound louder? You could simply copy the sounds, then make them louder in a sound editor, or turn down the music.
(09-17-2010, 02:12 AM)theDARKW0LF Wrote: I have one more question... Is there any way to get another one of my triggered sounds to loop for a certain amount of time? The one I'm trying to do this on is "scare_wood_creak_walk.snt", because if it doesn't loop, all you hear is one or two footsteps, and I wanna hear more than that!
Use timers.
Sounds simple enough, I just need to know what exactly goes into the three fields in the "AddTimer(string& asName, float afTime, string& asFunction);" string. Obviously the time goes into the middle field, but what name would I put in the first field, and what do I put in the last one? Thanks for your help!
EDIT: Oh, and would the time be in seconds? So if I put in 2 it'd play for 2 seconds?
EDIT2: It looks like I also don't know where I am to be putting the AddTimer function, under the "void CollideWalkSoundTrigger1(string &in asParent, string &in asChild, int alState)"?
Time is in seconds, yes.
void CollideWalkSoundTrigger1(string &in asParent, string &in asChild, int alState)
{
float delay = 0.5; //Time between the sounds
int times = 3; //Number of times to play the sound
for(int i = 1; i <= times; ++i)
{
AddTimer("", delay * i, "TimerPlayTheSound");
}
}
void TimerPlayTheSound(string &in asTimer)
{
//Play the sound here
}
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09-17-2010, 02:37 AM |
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theDARKW0LF
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RE: How Can I Raise Sound Volume?
(09-17-2010, 02:37 AM)MulleDK19 Wrote: void CollideWalkSoundTrigger1(string &in asParent, string &in asChild, int alState)
{
float delay = 0.5; //Time between the sounds
int times = 3; //Number of times to play the sound
for(int i = 1; i <= times; ++i)
{
AddTimer("", delay * i, "TimerPlayTheSound");
}
}
void TimerPlayTheSound(string &in asTimer)
{
//Play the sound here
}
Sorry for my great lack of knowledge , but is this how I should have it look then?
void CollideWalkSoundTrigger1(string &in asParent, string &in asChild, int alState)
{
float delay = 0.5; //Time between the sounds
int times = 3; //Number of times to play the sound
for(int i = 1; i <= times; ++i)
{
AddTimer("", delay * i, "TimerPlayTheSound");
}
}
void TimerPlayTheSound(string &in asTimer)
{
PlaySoundAtEntity("", "scare_wood_creak_walk.snt", "Player", 3, false);
}
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09-17-2010, 02:45 AM |
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MulleDK19
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Posts: 545
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RE: How Can I Raise Sound Volume?
(09-17-2010, 02:45 AM)theDARKW0LF Wrote: (09-17-2010, 02:37 AM)MulleDK19 Wrote: void CollideWalkSoundTrigger1(string &in asParent, string &in asChild, int alState)
{
float delay = 0.5; //Time between the sounds
int times = 3; //Number of times to play the sound
for(int i = 1; i <= times; ++i)
{
AddTimer("", delay * i, "TimerPlayTheSound");
}
}
void TimerPlayTheSound(string &in asTimer)
{
//Play the sound here
}
Sorry for my great lack of knowledge , but is this how I should have it look then?
void CollideWalkSoundTrigger1(string &in asParent, string &in asChild, int alState)
{
float delay = 0.5; //Time between the sounds
int times = 3; //Number of times to play the sound
for(int i = 1; i <= times; ++i)
{
AddTimer("", delay * i, "TimerPlayTheSound");
}
}
void TimerPlayTheSound(string &in asTimer)
{
PlaySoundAtEntity("", "scare_wood_creak_walk.snt", "Player", 3, false);
}
Yes, but isn't 3 a little too long? You do know that's the fade-in time, right?
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09-17-2010, 02:47 AM |
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theDARKW0LF
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Posts: 150
Threads: 17
Joined: Sep 2010
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RE: How Can I Raise Sound Volume?
(09-17-2010, 02:47 AM)MulleDK19 Wrote: (09-17-2010, 02:45 AM)theDARKW0LF Wrote: (09-17-2010, 02:37 AM)MulleDK19 Wrote: void CollideWalkSoundTrigger1(string &in asParent, string &in asChild, int alState)
{
float delay = 0.5; //Time between the sounds
int times = 3; //Number of times to play the sound
for(int i = 1; i <= times; ++i)
{
AddTimer("", delay * i, "TimerPlayTheSound");
}
}
void TimerPlayTheSound(string &in asTimer)
{
//Play the sound here
}
Sorry for my great lack of knowledge , but is this how I should have it look then?
void CollideWalkSoundTrigger1(string &in asParent, string &in asChild, int alState)
{
float delay = 0.5; //Time between the sounds
int times = 3; //Number of times to play the sound
for(int i = 1; i <= times; ++i)
{
AddTimer("", delay * i, "TimerPlayTheSound");
}
}
void TimerPlayTheSound(string &in asTimer)
{
PlaySoundAtEntity("", "scare_wood_creak_walk.snt", "Player", 3, false);
}
Yes, but isn't 3 a little too long? You do know that's the fade-in time, right?
Oh is it? I thought it may be fade-out time, guess I never paid attention, lol. What is a more suitable time to set it to?
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09-17-2010, 03:12 AM |
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MulleDK19
Senior Member
Posts: 545
Threads: 21
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RE: How Can I Raise Sound Volume?
(09-17-2010, 03:12 AM)theDARKW0LF Wrote: (09-17-2010, 02:47 AM)MulleDK19 Wrote: (09-17-2010, 02:45 AM)theDARKW0LF Wrote: (09-17-2010, 02:37 AM)MulleDK19 Wrote: void CollideWalkSoundTrigger1(string &in asParent, string &in asChild, int alState)
{
float delay = 0.5; //Time between the sounds
int times = 3; //Number of times to play the sound
for(int i = 1; i <= times; ++i)
{
AddTimer("", delay * i, "TimerPlayTheSound");
}
}
void TimerPlayTheSound(string &in asTimer)
{
//Play the sound here
}
Sorry for my great lack of knowledge , but is this how I should have it look then?
void CollideWalkSoundTrigger1(string &in asParent, string &in asChild, int alState)
{
float delay = 0.5; //Time between the sounds
int times = 3; //Number of times to play the sound
for(int i = 1; i <= times; ++i)
{
AddTimer("", delay * i, "TimerPlayTheSound");
}
}
void TimerPlayTheSound(string &in asTimer)
{
PlaySoundAtEntity("", "scare_wood_creak_walk.snt", "Player", 3, false);
}
Yes, but isn't 3 a little too long? You do know that's the fade-in time, right?
Oh is it? I thought it may be fade-out time, guess I never paid attention, lol. What is a more suitable time to set it to?
0?
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09-17-2010, 03:16 AM |
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theDARKW0LF
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RE: How Can I Raise Sound Volume?
(09-17-2010, 03:16 AM)MulleDK19 Wrote: 0?
Right, thanks for the help!
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09-17-2010, 03:20 AM |
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MulleDK19
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Posts: 545
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RE: How Can I Raise Sound Volume?
(09-17-2010, 03:20 AM)theDARKW0LF Wrote: (09-17-2010, 03:16 AM)MulleDK19 Wrote: 0?
Right, thanks for the help!
No problem.
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09-17-2010, 03:27 AM |
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