Looped Sounds
#9944 posted by Mike Woodham on 2010/06/19 09:46:53
It is a long time since I did anything with sound: how do I tell if a sound is looped or not? I have GoldWave 5.19
#9945 posted by negke on 2010/06/19 10:02:40
Mathuz: set "_light" in the worldspawn entity or compile with "light.exe -light #"
Mike: Check if the loop flag is set in the wav properties and look for a cue point/loop marker.
Negke
#9946 posted by Mike Woodham on 2010/06/19 10:22:14
Doh! I don't know how to view the .wav properties.
I Can't Remember And Don't Have GW Installed, Either
#9947 posted by negke on 2010/06/19 11:23:04
Try the Help dialog/manual. Or good old trial and error.
Re: Looped Sounds
#9948 posted by necros on 2010/06/19 17:51:00
i'm not sure, but it should just show up in the main editor window.
cue points/regions/loops are usually represented as like a dotted line crossing the waveform or a chevron at the top where the timeline is.
Loops
#9949 posted by Mike Woodham on 2010/06/19 18:24:29
OK, got it now. As you say, loops = Cue Points.
Thanks both.
#9950 posted by necros on 2010/06/19 19:17:49
well, there are 3 distinct markers in wav files from what i've seen.
cue points which are exactly that-- points
regions which are two points linked together to define a region between the two
loops which are sometimes called sustain loops which are like regions but allow you to specify things like # of loops so you could actually have multiple loops that play different # of times in the same .wav file, although not many wav players will actually follow those loops. the only program i know of that makes use of sustain loops is tracker programs like modplug.
quake only seems to accept cues and regions and from what i remember, ignores sustain loops. i guess this is mostly just an fyi but i thought maybe it might be useful to know in case you ever have a wav that's not looping that is supposed to or something.
Cool Edit
#9951 posted by madfox on 2010/06/20 23:52:06
has a feather to save waves single or looped and is shareware.
Confused:
#9952 posted by RickyT33 on 2010/06/25 19:25:43
Making lights into func_illusionarys (just cuboid lights) increases vertex count!!!
Im at the point where only AGLQuake will run my map because I have hit the vertex limit. of about 65000.
What's the easiest way of reducing vertexes? Why does making a light brush into a func_illusionary increase the count?
#9953 posted by JneeraZ on 2010/06/25 19:41:42
"What's the easiest way of reducing vertexes?"
I'm going to go ahead and state the obvious - delete stuff.
"Making Lights Into Func_illusionarys"
#9954 posted by negke on 2010/06/25 19:53:00
What?
#9955 posted by necros on 2010/06/25 21:49:21
whether a brush is world or bmodel, it's still geometry and hence has vertices. also, don't forget that the compiler doesn't know what a func_illusionary is, so bmodels, whether they are solid or not at runtime still generate collision stuffs.
use r_showtris to see how the bsp face splitting is behaving in the area but yeah, the only real way to reduce vertices is to reduce geometry.
neg: i'm working under the assumption he's talking about light fixtures
there's some kind of limit in the engine in how big a face can be and it's related to the size of the texture on it. scaling the texture up means the face can be that much bigger.
if you scale textures up, this will require bsp to split faces less but obviously can't be done just anywhere.
#9956 posted by JneeraZ on 2010/06/25 21:56:55
I remember Levelord talking about that back in the mission pack days. He said he would take back faces that the player can't see and scale them to high heaven to reduce cuts.
Yeah
#9957 posted by RickyT33 on 2010/06/25 23:10:14
No - its sorted now. I was saving a new version then compiling an older version. It was wierd - I had some light fixtures which were causeign face-splitting, say small octagons for example too, and i was func_illusionarying them but it didnt seem to reduce the vertices.
Turns out I was compiling the wrong map file!!! Stupid Rick.....
Uhm
#9958 posted by ijed on 2010/06/26 02:08:43
Use the RMQ engine. Which is as of right now Quakespasm. Soon it will have some interesting stiff.
I can't elaborate because it all depends on others - I can't look into learning how to code an engine right now.
In any case, that issue sounds odd. Maybe I'm not understanding it right. Long way to go yet.
Aztec/inca/maya Textures?
#9959 posted by CocoT on 2010/06/29 00:33:58
Hello!
Does anyone know if there are high-def versions of the Quake1 maya textures anywhere?
And if not, do you know of a good source of aztec/maya/inca-inspired high-def tga/jpg textures I could use? (I'm mapping in Darkplaces)
Any pointer will be appreciated! :)
Cocot
#9960 posted by Trinca on 2010/06/29 10:30:59
I think sock made some for maya theme, but I'm at work can't see is site... see is profile and go to is webpage!
#9961 posted by CocoT on 2010/06/29 19:49:35
Thanks, Trinca! I found his site when I was searching earlier, actually. There is no inca set per se, but at map (Pyramid of the Magician) that is inca-themed. Maybe I could extract and use some of the textures from it...
His Egyptian set is really cool (and big), so I could also use that instead - I was just a little worried that it would be even more cliche... ;P
This One?
#9962 posted by meTch on 2010/06/30 02:45:14
Erm...
#9963 posted by CocoT on 2010/06/30 05:19:51
Yeah
#9964 posted by BARTUC on 2010/07/05 23:22:56
Fantastic textures pack :D
GG
Chthon Lava Balls
#9965 posted by negke on 2010/07/09 21:44:40
What distance do they fly until they're removed - 1024 units?
My Balls Last For 1792 Units
#9966 posted by Chthon on 2010/07/09 21:59:02
Quoth Sound Issue... Continuing
#9967 posted by JPL on 2010/07/10 21:11:57
necros said a while ago in #7873: play_sound_triggered still does have the ability to stop a looping sound from playing. as long as impulse is set, if a play_sound_triggered (with the toggle flag on) is triggered again, the sound will be stopped.
I tested it and it does not work, so I guess I forgot something. Here it is and how it looks in .map file
{
"classname" "play_sound_triggered"
"origin" "-2912 0 88"
"noise" "ambience/jpl/lava_rubble_loop.wav"
"volume" "0.7"
"speed" "-1"
"targetname" "HellRubble"
"toggle" "1"
"impulse" "0"
}
Obviously the entity will be triggered by two different triggers (actually a target2 field in two different func_teleport)...
So would anybody consider to help me please ?
Play_sound_triggered
#9968 posted by roblot on 2010/07/11 00:30:08
I didn't try this yet, but what you got looks correct.
"impulse" "0" I think is always default.
so maybe try "impulse" "1"
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