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How can I make ambient sounds in Boom?


Matt Eldrydge

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Self-explanatory. I'm trying to do something like what you'd find in Nihility, but I'm not too used to Dehacked still so peering inside it didn't really tell me much other than the ambient sound thing uses repurposed sounds from other monsters and seems to behave as a stationary monster that will make its assigned sound with some regularity.

 

I did try messing around with it, but it's at the point I'd rather ask for help. Specifically, I'm going to free up the pain elemental's states since the monster won't show up in my map.

 

P.S.: I know Nihility is limit-removing, but I'm using Boom so I figured I'd just put that out there.

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I think the idea is to take a thing you won't use (Wolf SS is a good first pick to go) and have its entire existence to just be a looped frame with A_Scream codepointer. It might need 2 because of some weirdness of the first frame, but I'm not 100% sure.

A_Scream plays the death sound, so whatever sound "Meil Leiben" is should be replaced.

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An easy way is to place 2 sectors, on sector for the game

and one sector for the ambient sound actor.

Then join both sectors.

 

RnwdKFx.png

 

When you enter the game and fire a weapon the ambient sound will be heard, for example a Hell Knight.

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