Hi!
I have managed to find a much more simple workaround for making sound effects play at the time of a triggerable event. I originally planned to make this work using python but, there is really no point as this is much more simple especially playing the sound server and client sided so everyone can hear.
Its as simple as overlapping an ambient effect (with audio only) on to the triggerable (not triggerable target).
So for example of how this works with your custom sound.
1. Include your sound effect in OGG format in your clientarchives objects_client.zip
/effects/sounds/ambient
2. Clone the following files from
e_damb_bird.tweak
e_damb_bird.con
3. rename the files to something like e_damb_yoursound
4. edit the files (i used notpad++) and replace all references of "bird" to "yoursound"
5. edit the .tweak file once the references to bird has been replace and change the follwing line...
to...
and now delete (in the .tweak file)
Once completed, you will need to include them in your objects_client and objects_server zip files along with your map.
6. Setup the ambient trigger with the same event as your triggerable target.
7. Select the trigerable (you switch / event placements) right click and copy transformation
8. Right click your ambient trigger and paste the transformation so it perfectly overlaps.
Apply the same radius and also the same event trigger for both.
There you have, audio played at the same time as your triggerable.
Works excellent for sqeaky doors!
I have managed to find a much more simple workaround for making sound effects play at the time of a triggerable event. I originally planned to make this work using python but, there is really no point as this is much more simple especially playing the sound server and client sided so everyone can hear.
Its as simple as overlapping an ambient effect (with audio only) on to the triggerable (not triggerable target).
So for example of how this works with your custom sound.
1. Include your sound effect in OGG format in your clientarchives objects_client.zip
/effects/sounds/ambient
2. Clone the following files from
e_damb_bird.tweak
e_damb_bird.con
3. rename the files to something like e_damb_yoursound
4. edit the files (i used notpad++) and replace all references of "bird" to "yoursound"
5. edit the .tweak file once the references to bird has been replace and change the follwing line...
Quote:
ObjectTemplate.soundFilename "objects/effects/sounds/ambient/birds_escape_1.ogg,objects/effects/sounds/ambient/birds_escape_2.ogg" |
Quote:
ObjectTemplate.soundFilename "objects/effects/sounds/ambient/yoursoundeffect.ogg" |
Quote:
ObjectTemplate.textureName objects\effects\textures\animated\Anim_bird |
Once completed, you will need to include them in your objects_client and objects_server zip files along with your map.
6. Setup the ambient trigger with the same event as your triggerable target.
7. Select the trigerable (you switch / event placements) right click and copy transformation
8. Right click your ambient trigger and paste the transformation so it perfectly overlaps.
Apply the same radius and also the same event trigger for both.
There you have, audio played at the same time as your triggerable.
Works excellent for sqeaky doors!