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Sounds in Hexen

Mon, 17 Sep 2007 08:47:58

Crimson Wizard

Can somebody explain, how one should use 'sound' things in Hexen? I am trying to use them for a long time already, but still they do not work as I expect usually.
Mon, 17 Sep 2007 16:05:42

Janis Legzdinsh

They define which sound sequence will be played by doors, platforms, floor and ceiling movers of that sector they are in.
Mon, 17 Sep 2007 16:23:28

Crimson Wizard

Hmm. So, how ambient sounds should be played then, like Wind or Lava?
Tue, 25 Sep 2007 11:54:17

Crimson Wizard

I cannot believe nobody can help me in this... <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --> Hello, people?
Tue, 25 Sep 2007 15:56:14

spiderman

[quote="Crimson Wizard":3ixzq6ft]Hmm. So, how ambient sounds should be played then, like Wind or Lava? Take a look at SoundWindHexen.vc and BossBrain.vc - Ambient sounds can just be invisible Actors that make a noise every so often. To make them truly "ambient" or non-positional, be sure to pass the constant ATTN_NONE (or 0.0) to PlaySound's optional "Atenuation" (sic) parameter. For example:
PlaySound('Wind', CHAN_VOICE, 0.5, ATTN_NONE);
Is that what you mean?
Tue, 25 Sep 2007 16:10:22

Crimson Wizard

I mean, how I use those things on map - how to configure them, how to make them play. I am doing something wrong, they either play once, either not play at all.
Tue, 25 Sep 2007 16:15:27

spiderman

maybe it is the Wait command in the states block, try changing it to Loop?
Tue, 25 Sep 2007 16:28:36

Crimson Wizard

Ohhh. My problem does not have anything related to code. I am designing a map. There are Sound things available in thing types list. I am speaking about them.
Tue, 25 Sep 2007 17:11:49

spiderman

[quote="Crimson Wizard":1kxrdiex]Ohhh. My problem does not have anything related to code. I am designing a map. There are Sound things available in thing types list. I am speaking about them. I see what you mean, just tried it myself and sound things don't seem to make any noise =/ I'm curious to hear what you find out about this.
Tue, 25 Sep 2007 17:15:10

Crimson Wizard

Hmm.. couldn't this be a bug then? <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->
Tue, 25 Sep 2007 17:58:53

spiderman

Well, let me rephrase that... Sound things in my maps don't work, but the sound things in hexen.wad seem to work fine. So we are probably doing something wrong... =/
Tue, 25 Sep 2007 19:02:33

spiderman

Hey, CW, I got the wind sound to work. Turned out i was using the wrong type number for the thing (should be 1410 for wind sound) <!-- s:oops: --><img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarassed" /><!-- s:oops: --> So, ambient sounds seem to work OK for me...
Wed, 26 Sep 2007 15:59:36

Firebrand

Place the things on the map, assign them a tag number and create an ACS script that determines which are "activated" with a delay between activations <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, if you need examples, check the original Hexen maps (which I thought you would do, heh! <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->).
Wed, 26 Sep 2007 17:26:36

Janis Legzdinsh

Hexen has only 2 ambient sound thing types: wind and waterfall. Other sound thing types define sound played by doors, platforms etc. All other ambient sounds in Hexen are played by ACS scripts.
Wed, 26 Sep 2007 17:32:33

Crimson Wizard

Oh I see. That was my mistake then. Though, what is Lava sound anyway? Was it used anywhere for doors/platforms? Do not remember that really.
Wed, 26 Sep 2007 19:07:54

Firebrand

It's used for lava sectors that move up or down (bubbling lava IIRC) <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.

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