Ambient Sound

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Ambient Sound

Postby Tutorial on Mon Mar 07, 2005 11:39 pm

category
General Half-Life 2/Sound

description
The ambient_generic tool still has it's place in maps, so learn it's use here.

keywords
ambient, ambience, sound, sounds, ambient_generic.

Alright, so you want a little ambient sound in your map, maybe the sound of rain or the wind blowing, but how?

To start off you need to create the “ambient_generic” entity. To create the entity either click on “entity tool” tab located on the left or hit shift + e.

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Using the pop down menu titled “Objects” located on the right, scroll down until you find the entity called “ambient_generic” Once you have found it left click on it.

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Now place the entity some where in your map, it doesn’t matter were for the time being but I will explain about placement later.

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Now click on the “selection tool” tab located on the left or hit shift + s, once you have done this select your “ambient_generic” entity.

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Once you have selected the entity right click, scroll down to properties and left click on it. The Object properties window should have popped up.

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Okay now in the “Keyvalues” box left click on “Soundname” and then left click on the “Browse” button. The “Sound resource browser” window should pop up.

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Now as we are creating ambient sounds you will want to select the “RAW” option from the “Sound type” pop down menu. Once you select the RAW option a list of sounds should appear in the white box above.

Now to choose you ambient sound, to make it easier type in “ambient” in the filter submenu near the bottom of the “Sound Resource Browser” window. This basically means that only sounds with the word “ambient” in them will show up.

Unfortunately you cannot preview any of the sounds because they are all locked up in the steam files. So its trial and error to find the rite sound for your map.

Okay so for this example I am going to create a rain sound, using the scroll bar on the right scroll down until you find group of rain sounds. The list is alphabetically ordered so locating the sounds you want is easy. Anyway choose a rain sound and hit “Ok.”

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Okay we are almost there just a few more things to do and then you can compile and try it out.

Click on the “Flags” tab located at the top of the “Object properties” box you should now be presented with three tick boxes.

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Okay so we obviously don’t want our sound to start silent because we are not triggering it so you can un-tick that.

If you want your sound to play only once keep the “Is not looped” box ticked but if you want the sound to play forever then un-tick the box.

If you want your sound to play all over the map tick “play everywhere” if this is un-ticked you can define distance the sound should be heard using the “Max Audible Distance” Key vale located on the class info tab.

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Okay all that’s left to do is set the volume of the sound. To do this click on the “Volume” Key value, then either set it to 10 or 0, 10 being the loudest and 0 being silent. Once you have done that your ready to compile and give it a go.

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Now you have to remember not all sounds will loop, it all depends on the way the wav was constructed and as the preview sounds option doesn’t work at the moment its hit and miss whether you get a looping sound or not, so don’t think it’s broken because it only plays once you just need to pick another sound.

Also when placing the “ambient_generic” entity if you intend to have it play anywhere placement doesn’t matter as long as its in your map somewhere, but if you want to have it targeted near certain object for example a spark near a wire. Move the entity near the wire and then define how far away the sound can be heard using the “Max Audible Distance” keyvalue located on the “Class info” tab.

That’s it for now; hope you found this tutorial useful. Have fun making sounds in your maps.

Related:
Example Map

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Postby smeerkat on Fri Apr 22, 2005 5:20 am

I got an ambient steam sound to play (looped), but in my CS:S map, it only plays in the first round. After that, it doesn't play anymore. :?
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Postby slayera on Fri Apr 22, 2005 5:43 am

You need to setup a trigger once in or on your player spawn areas.
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Postby lgCHICKEN on Fri Apr 22, 2005 6:01 pm

i have put an ambient into my hl2 map.
i have also used this example map and had the same results when i use my wav file.
it only plays once
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Postby slayera on Fri Apr 22, 2005 10:30 pm

You have to make sure that the sound is looping and trigger it. Normal waves will not not loop. You can use soundforge to make looping or goldwave to set cue points.
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Postby Drill Kill on Sun Apr 24, 2005 11:20 am

I don´t have any ambient rainsounds. Just some rocks, steam and electricity etc. Is there som gamefiles that i havent loaded?
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Re: !

Postby yellowpatrol on Mon May 02, 2005 1:34 am

Drill Kill wrote:I don´t have any ambient rainsounds. Just some rocks, steam and electricity etc. Is there som gamefiles that i havent loaded?


Check the box for RAW
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Postby Cker on Thu May 05, 2005 10:13 am

the sounds wont work for me i've put them on top of a wall with 10 volume yet i cant hear them during the game i'll try repositoning and if that doesnt work i'll try another sound
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Postby BaRRaKID on Thu May 05, 2005 10:29 am

you need to trigger them
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Postby ReK0 on Fri May 06, 2005 12:06 am

someone needs to explain how to properlly trigger these sounds for CS:s
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Postby -|Dizmas|- on Sun May 15, 2005 5:07 pm

When I go to the flag perameters in the entity, theres no checkboxes.... what do I do?
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Postby ChaosBringer577 on Sun May 15, 2005 5:19 pm

I have my config. set up for HL2 DM, and there are no ambient/weather sounds at all. I have the RAW box checked, but still no weather sounds, just wind and thunder which is not what i need (rain). Do i need to change the directory of the sounds?
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Postby Yoshi on Sun May 15, 2005 7:10 pm

me2, i got wind and stuff but no rain like you have...
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Postby slayera on Sun May 15, 2005 8:39 pm

Extact and place in the modname/sound/mymapsname/rain.wav for the mod your working with. Or do a google for rain.wav and see what you can find. If you need to make it loop use goldwave http://www.goldwave.com/ and set the cue points. You to for sure set the starting cue point, can't remember if you need and end cue point or not, guess you have to try both. If you have soundforge just highlight the clip and in the menus select looping and it will loop the highed portion. TIP *If you set the start point close to the middle you will play the first portion once and then it will loop from the end back to the middle. So you can have like an intro part - probably does not work with rain that well, but for music or something.
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Postby Grim Reaper on Tue May 17, 2005 2:23 pm

i put in ambient sound, but it doesnt play at all
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