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Author Topic: How do I make my sounds "environmental"?  (Read 622 times)

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Plastic_Boy

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How do I make my sounds "environmental"?
« on: 23 Jul 2003, 21:52:19 »
I've been trying to figure out how to make my sound "environmental".

What I want to do is make it so when I walk into a trigger area I can hear my sound, but when I walk out of the trigger area it fades away.

The effect happens with the Russian 'Music', an option in the trigger effects menu. Although this works, my sound does not have the similar effect and simply plays everywhere, regardless of the trigger boundries.

I would be very grateful if someone could help me out on this,
thanks
Plastic_Boy

Offline Black_Feather

  • Former Staff
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  • I'll never forget you Daisey.
Re:How do I make my sounds "environmental"?
« Reply #1 on: 23 Jul 2003, 22:25:46 »
this should be it, the sound will show up in the "trigger" menu


class CfgSfx
{
        class example
        {
        sounds[]={"sound1"};
        name="example";
        sound1[]={"soundname",db+0,1, 1};
        empty[]={"0"};
        };
};

you may need to convert the sounds to .wss files, so look in the editors depot for the converter. But try with ogg first I can't remember.

Plastic_Boy

  • Guest
Re:How do I make my sounds "environmental"?
« Reply #2 on: 24 Jul 2003, 00:24:47 »
Thanks for the help! Although I'm afraid I've run into another problem which consists of the WSS Converter!

It is required that the WAV to be coded should be "PCM, signed 16 bit ,mono". My WAV file IS at these settings, although when I atempt to code in DOS, it says it is a "Bad WAV Format"

I am using the following DOS line to make it work:

C:\Windows\WSS\wsscod.exe WSSCOD boots.WAV

This is most strange considering my file is in the correct format! Very confusing!