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Sephiroth_RIC   Posted 7th May 2008 4:00am
L4Y Member
Post 31 / 381

Hi ppl, I'm having a problem getting a Ambient Sound to repeat when it play's a custom sound, I was wondering if there is a way to fix this without editing tbl files? I have even tried using keyframes, if anyone has a solution I'd be very grateful. Thanks!
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KILLER    Posted 7th May 2008 5:21am
Post 849 / 1723
There is a way by linking events....Lemme see if I can get my map open that had this. I'll have it posted in a few moments, unless someone beats me to it.

Here we go :

When_Dead -------> Cyclic_Timer --------> Play_Sound


Under duration of the cyclic timer and play sound events, put how long the sound is, and it shall repeat. Also insert how far away you can hear it from, under distance for play sound event.
P.L.U.R.Peace-Love-Unity-Respect    Modified May 7th, 05:28am by KILLER
Sephiroth_RIC   Posted 7th May 2008 7:10am
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Post 32 / 381

Thankyou, i didn't think this would work in MP but it does. I was wondering if you also get the tiny pause in the sound, when it ends and starts, iv even tryed setting it earlyer than it finishes and i still hear it.
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Sephiroth_RIC   Posted 7th May 2008 8:27am
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Post 33 / 381

why add delays?
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KILLER    Posted 7th May 2008 10:02am
Post 850 / 1723
Don't confuse the man Doc, lol. That's more work than is needed.
P.L.U.R.Peace-Love-Unity-Respect    
Sephiroth_RIC   Posted 7th May 2008 12:38pm
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Post 34 / 381

Quoting Sephiroth_RIC
I have even tried using keyframes

I get the pause with key frames too, I even set 2 moving keyframes going after each other but I still hear a little pause. At first I thought it was the sound file but iv tried several now and still hear it.

Does anyone else get the tiny pause when they do the events that KILLER told me to do? Iv set the time right and even set it a few milliseconds before but I still hear a pause. It would be great if someone has this working to do a little tut. Thanks for all your help anyway guys!

My map wont sound scary! with old RF amb
READ FOCTION!!!    Modified May 7th, 12:45pm by Sephiroth_RIC
goober   Posted 7th May 2008 2:30pm
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Post 6899 / 265

I'm fairly sure that adding "Amb_" before a sound file will make it loop when using an "Ambient Sound" object.
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Sephiroth_RIC   Posted 7th May 2008 5:45pm
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Post 35 / 381

tried it just plays it once then stops.
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RED-FROG   Posted 7th May 2008 5:50pm
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Post 3009 / 5258

the type, "looping or non-looping" is set in bluebeard.bty.
You cannot modify this.
What you would be doing, in the first place, is to overwrite a default looping sound of RF, but that is not recommended and also problematic since it overwrites the sound for the whole game. However you are free to do this on real mods.
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    
Sephiroth_RIC   Posted 7th May 2008 6:57pm
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Post 36 / 381

tried it...
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RED-FROG   Posted 8th May 2008 7:44pm
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Post 3014 / 5258

bluebeard:

Quote

$Sound: "dataaudiocreatureAdmin_bot_loop.wav"
$Folder: "Creature"
+Time: 980050302
+Ambient Sound
$Envelope: 0x1D0F0007
$Keyoff Time: 0
+Looping Sound
+Loop Start: 0



So your custom amb sound could be named Admin_bot_loop, since this is one sound that loops in red faction.

If you do this, of course the sound for the robot will change as well, even if you are not playing the particular map that includes the custom file - which is well known. So avoid doing this in custom released maps.
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤    



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