aurelianus Posted July 27, 2015 Iss possible to make automatic ambient sound? I mean water or nukage sound will play automatically after load map? Give to water,lava,nukage and atc. texures his own sound only by using a script? I hope you understand what I mean and excuse my english Thanks 0 Quote Share this post Link to post
Gez Posted July 27, 2015 Yes, it's possible. How you do it depends on the port you're targeting, though. For vanilla you'll have to sacrifice a monster to dehacked so as to create an actor that will repeatedly call some sound playing codepointer (like A_Pain). On the other hand, with something like ZDoom, you have better and more powerful ways to create ambient sounds. 0 Quote Share this post Link to post
aurelianus Posted July 27, 2015 I would like make this for gzdoom. But i dont have idea how this script must look 0 Quote Share this post Link to post
lunarmeadow Posted July 30, 2015 aurelianus said:Iss possible to make automatic ambient sound? I mean water or nukage sound will play automatically after load map? Give to water,lava,nukage and atc. texures his own sound only by using a script? I hope you understand what I mean and excuse my english Thanks Well, with ACS you can make an AmbientSound script, but you will need to get a custom sound and put it in your wad, and have it defined in the SNDINFO lump of your wad, (if you want a lava effect you do lava/sndnamehere or whatever you want/ sound name) then you type something like this in your acs script. script 1 OPEN { AmbientSound("prefix/sound name", 127); } While that gets it playing, the only problem is that the sound will play everywhere. I do not know any other way to do ambient sounds. 0 Quote Share this post Link to post
EarthQuake Posted July 31, 2015 You don't need ACS at all. Insert a sound into your wad, add an $ambient entry to SNDINFO, and simply put the associated ambient sound actor on the map. http://zdoom.org/wiki/SNDINFO http://zdoom.org/wiki/Classes:AmbientSound 0 Quote Share this post Link to post
snapshot Posted July 31, 2015 Or simply create an ACS Script that executes an Ambient sound defined in SNDINFO after player enters the level . 0 Quote Share this post Link to post
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