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		| theDARKW0LF   Member
 
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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 |  |  
	
		| MulleDK19   Senior Member
 
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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 |  |  
	
		| theDARKW0LF   Member
 
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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 |  |  
	
		| MulleDK19   Senior Member
 
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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 |  |  
	
		| theDARKW0LF   Member
 
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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 |  |  
	
		| MulleDK19   Senior Member
 
 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 |  |  
	
		| theDARKW0LF   Member
 
 Posts: 150
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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 |  |  
	
		| MulleDK19   Senior Member
 
 Posts: 545
 Threads: 21
 Joined: Jun 2009
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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 |  |  
	
		| theDARKW0LF   Member
 
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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 |  |  
	
		| MulleDK19   Senior Member
 
 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 |  |  |