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Author Topic: Another Question! Hooray! (14 messages, Page 1 of 1)
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ptowery
Joined: Aug 28, 2007

oify


Posted: Sep 19, 2009 12:25 AM    Msg. 1 of 14       
How do you add music in a "Multiplayer" map and where can you find sound scenery tags?


sargejohnson
Joined: Apr 20, 2009

Shall we play a game?


Posted: Sep 19, 2009 11:05 AM    Msg. 2 of 14       


ptowery
Joined: Aug 28, 2007

oify


Posted: Sep 19, 2009 11:12 AM    Msg. 3 of 14       
no has pdf.. Can't you just tell me what to spawn in sapien to get music? (halo music that was already setup) or the directory of pre defined sound scenery? (sorry for not being clear).


Headhunter09
Joined: May 6, 2008

This is the truth.


Posted: Sep 19, 2009 11:14 AM    Msg. 4 of 14       
set the clusters to that sound i think.


sargejohnson
Joined: Apr 20, 2009

Shall we play a game?


Posted: Sep 19, 2009 11:20 AM    Msg. 5 of 14       
Quote: --- Original message by: ptowery
no has pdf.. Can't you just tell me what to spawn in sapien to get music? (halo music that was already setup) or the directory of pre defined sound scenery? (sorry for not being clear).


unfortunately, i have no experience in this, so i am hoping that these tuts might help...


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Sep 19, 2009 11:50 AM    Msg. 6 of 14       
You could try scripting it in...

(sound_looping_start "sound tag" none 1)


sleepy1212
Joined: Feb 4, 2009

sunnier than you www.quantumfusionclan.com


Posted: Sep 19, 2009 12:06 PM    Msg. 7 of 14       
its in sapien under clusters at the very bottom. set in there and save it to the bsp then close the tree and save scenario...if you go to the population section of the HEK tut it will explain better how to place sounds and where to find them

most of the sound files from HEK are under tags\sounds\
Edited by sleepy1212 on Sep 19, 2009 at 12:08 PM


ptowery
Joined: Aug 28, 2007

oify


Posted: Sep 21, 2009 06:13 PM    Msg. 8 of 14       
what about Music, as in like halo soundtrack, like the begining of assaut on the control room, how do I trigger that?


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Sep 21, 2009 06:16 PM    Msg. 9 of 14       
In the campaign levels, it was triggered by scripts.


ptowery
Joined: Aug 28, 2007

oify


Posted: Sep 21, 2009 06:32 PM    Msg. 10 of 14       
and scripts are just text files that play in with trigger volumes?
If getistriggered == 1
playsound "lol/music/halo.sound"
end

that right? I never scripted in halo..


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Sep 21, 2009 06:35 PM    Msg. 11 of 14       
Most events in the Halo campaign are caused by scripts. Scripts can tie in with trigger volumes, but aren't limited to them. If you want to play the sound_looping file sound\music\title4\title4.sound_looping, I would use the script:


(script startup playsound
(sound_looping_start "sound\music\title4\title4" none 1)
)


chutoy54
Joined: May 26, 2009


Posted: Sep 21, 2009 06:37 PM    Msg. 12 of 14       
one way to do it is to it is in sapien, add your sound_looping tag into the scenario, then put it in the sound environment or background sounds don't know which, however a few problems are involved, first when you die the music stops, and restarts when you respawn, two it can get annoying over time and you want to turn the music off but u can't because its in sound environment or background or whatever so the only way to mute it is to mute the whole thing i think, hope it helped.


Gamma927
Joined: Jun 12, 2008

Steam: gamma927


Posted: Sep 21, 2009 06:44 PM    Msg. 13 of 14       
The reason it restarts is because the sound tag itself should be set to a certain type. I don't really remember what it is, but I'll see if I can pull it up sometime.


ptowery
Joined: Aug 28, 2007

oify


Posted: Sep 21, 2009 06:45 PM    Msg. 14 of 14       
I just tried chutoa's Idea and the sound_looping wouldn't play.
but when applied to a scenery it plays fine.
Edited by ptowery on Sep 21, 2009 at 07:02 PM

 

 
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