Use the sound(s) ID from the "3d ambient sounds" list only... The map's name in which they have been used are in that list either.
And don't forget to add soundswitches in your map if you use an ambient sound!
One observation now is when I F8 the scene in the editor the sound is there. As soon as I press F9 the sound seems to be either gone or very faint? Tried finalizing and almost same there: At start screen the sound is loud and after choosing class and weapon it's faint again (didn't check it properly yet).
Just a wild guess... is the SetHearableRatio value a kind of volume? Or a ratio between event and ambient sound thing?
It's probably because you already have a soundswitch "somewhere" on your map that enters into "action"! lol
The soundswitch is set to a lower percentage, like 50% I guess? It's what should happen if you respawn inside of a hut for example!
Two possibilities... Or your soundswitch is acting on the whole ambient sound level (the whole map); or a soundswitch is close your respawning points and acts on them....
Curandero, I insist on my "notes" in my "how to", to understand your problem!
Intruder wrote:
Notes:
- Don't forget to add soundswitches to your map if you use an ambient sound!
- You can test the result of an ambient sound + soundswitches in my VC_Storm_II map, "in and out" (use the Discovery mode!)...
If it's still not working, go "disable" your "default" sound.c file in the "dev folder" (...Vietcong\dev\compiler\default) by renaming it, like sound_original.c
I Don't have any soundswitches in yet. Also I made the original sound.c identical to my project-sound.c. No change. Maybe it's my audio-options but then again I hear it loud on start screen while faint when spawned. Will soon test further.
I Don't have any soundswitches in yet... No change... but then again I hear it loud on start screen while faint when spawned...
Hmmm... It should work however...
Try this (like Kermit wrote); put a soundwitch at around 15-20 meters "high", in the middle of your map (1 should be enough) or "better", at your respawning points area and set it with:
Env1:
Inner obstruction:0.00 (not working)
Inner oclusion:0.00 (not working)
EAX id:0 (better to leave it at zero)
Env.sound volume:100.00
Uncheck Wet floor and Interior boxes
Env2:
Inner obstruction:0.00 (not working)
Inner oclusion:0.00 (not working)
EAX id:0 (better to leave it at zero)
Env.sound volume:100.00
Uncheck Wet floor and Interior boxes
Eax radius:1.00
(Un)check Entire sphere interpolation box (test with both)
IF it's still not working correctly, "place" all your respawning points "inside" the same soundwitch (move it to the ground level and set the Eax radius wide enough), OR place each respawning point inside a soundwitch (with the same settings above); it will depedning of your map "configuration"...