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Music issues.

Posted: Wed Feb 28, 2007 10:15 pm
by [FTA]c0m4ndo45
Allright, i want to get my map's custom music to work without having to send it in separate file, so heres what i done on first try.

1: Ambient generic, play sound name: music/antguardmusic.mp3. While the music was outside the map bsp it was working fine, but then i packed it onto the map with pakrat and then no work, (giving file missing from disk repository error).

2: Converted the musics to .wav, changed Ambient generic play sound to music/antguardmusic , packed wav with map file. Not working, no missing from disk repository error, but when i put play music/antguardmusic in console it plays the music normally....

3: Tried to put a point client command to command play music/antguardmusic as it worked when i typed it manually in console before. Now it works but only for the guy that touches the trigger that activates the music, so only he will hear the music...


Please help? I need that music 100% functional before any final versions.

Posted: Thu Mar 01, 2007 7:05 am
by skidz
Hard to say, I would have to test this myself. I packed all the music for STFU into the bsp and I worked fine with ambient generic, and soundscapes.

Posted: Thu Mar 01, 2007 8:36 pm
by DaMaN
Make sure your paths are correct. I.E. if you're putting antguardmusic pakratted directly into your map (/antguardmusic.mp3), but your ambient_generic references the sound through a music folder (/music/antguardmusic.mp3), the sound won't be applied. Not sure if that's your problem, but double-check it anyways.

Posted: Thu Mar 01, 2007 8:42 pm
by [FTA]c0m4ndo45
Pakrat auto-corrects the path, and it seems to be correct, like i said when i type on console play music/antguardmusic it works.. (its not mp3 now), but when the ambient generic is triggered (with sound name music/antguardmusic) doesnt work..

Posted: Sat Mar 10, 2007 11:01 am
by [FTA]c0m4ndo45
So well, still not working..

anyone?

Posted: Sat Mar 10, 2007 10:56 pm
by DaMaN
Try setting the sound so that it's not starting silent, then logic_auto stopsound, then startsound again.

Actually, what settings do you have the ambient generic on?

Posted: Mon Mar 12, 2007 6:10 pm
by [FTA]c0m4ndo45
Default, flags: sound not looped, play everywhere, start silent.

Posted: Mon Mar 12, 2007 7:54 pm
by DaMaN
o_O

Wierd, i would think that it would work fine...

EDIT: OH! Have you tried the same thing as your point#3 with a point_servercommand instead of a point_clientcommand?

Posted: Tue Mar 13, 2007 7:24 pm
by [FTA]c0m4ndo45
I was thinking of trying that next. But i dont think itll work

Posted: Tue Mar 13, 2007 7:28 pm
by Shana
Looks like the new source engine update fixed this bug:
# Fixed not being able to use sounds, decals or models if they were downloaded from the server
and neico told me that he is able to hear the custom music in broken escape since this update