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 Post subject: door sound problem
PostPosted: Tue May 31, 2011 4:16 pm 
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I want to apply custom sounds to some doors in my Quake4 level. The custom sounds are played when I use the door, so far so good. However, the default Quake4 door sounds are played as well and they don't mix so well with my new custom sounds.

I want the door to play only the new custom sounds, without the default door sounds mixed in.

I use the following keys to apply the custom sounds to the func_door:

snd_open

snd_close

I also use the "team" key and a name to team both door panels.

Is there anything I overlooked?


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 Post subject: Re: door sound problem
PostPosted: Tue May 31, 2011 4:27 pm 
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I believe there are other kv pairs beginning with "snd_" that you must assign a blank value to override.

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 Post subject: Re: door sound problem
PostPosted: Tue May 31, 2011 4:52 pm 
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So far I am only aware of the following:

snd_open

snd_close

snd_opened : from the description it's for a looping sound while the door is in it's opened state, by default there seems no sound applied at all (which makes sense)

snd_locked

Maybe snd_maxdistance and snd_mindistance needs to be applied as well?


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 Post subject: Re: door sound problem
PostPosted: Tue May 31, 2011 5:19 pm 
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On the snd_opened the description is a little off, doom 3 have the same description. What is basically do is to play a sound when the door reach the opened state, it doesn't play a loop sound while opening, it seems only movers have a looping sound for this.

Btw, on your door you have put directly the sound path like sounds/door/mysound.wav, or did you create a new soundshader?

With a soundshader would be better, you would avoid any error.

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 Post subject: Re: door sound problem
PostPosted: Tue May 31, 2011 6:12 pm 
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Neurological wrote:
Btw, on your door you have put directly the sound path like sounds/door/mysound.wav, or did you create a new soundshader?


I put in the path of my custom sound correctly, and you can hear the sound in the map. Strange thing is only that you hear the default door as well. So you hear 2 sounds at the same time.


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 Post subject: Re: door sound problem
PostPosted: Tue May 31, 2011 6:17 pm 
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Try creating a soundshader for it. Something like:

Code:
mydoor_sound_open {
   minDistance     2
   maxDistance   30
   volume      3
   
   sound/doors/mysound.wav

}


Then on the entity instead of putting the sound path you put just the shader header, in this case for the example you write just:

mydoor_sound_open

If you don't know how to create a sound shader, just create a blank txt file, put the code in, like the one in the example and then save it with the exension sndshd, and put this file into your sound folder, eg:

sound/mysndshader.sndshd

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 Post subject: Re: door sound problem
PostPosted: Tue May 31, 2011 6:23 pm 
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Thanks, I' ll try that out.


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 Post subject: Re: door sound problem
PostPosted: Wed Jun 01, 2011 8:42 am 
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Found the solution!

The problem was that the default sound for snd_closed was played in addition to my custom sounds. So I had to set snd_closed to sound/null.ogg, and everything works fine.

snd_closed isn't described in the entity window, it's the short clanking sound the door panels make when they just closed.

I wrote some shaders for my doors just as you suggested, they are quite handy for the minDistance/maxDistance stuff.

Thanks for your help guys!


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 Post subject: Re: door sound problem
PostPosted: Wed Jun 01, 2011 12:26 pm 
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If you want you can even create your door entity to spped up the work. This is suggested only if you are going to put the same kind of door more time in your map.

You have to create a def folder in your mod folder, like

mymod/def/

Inside create a new blank text file, then extract the func.def from the q4 pak files (I think the the func.def is on the first pak), then search for func_door inside the def file (you can open def files with notepad or word). Copy the func_door code into your new text file.

Change the header name to something you like, like for example func_mynewdoor, tehn save it with def extension.

Now on your door entity you can change the key/values directly on the def file, much like the sound shader, so each time you create a door in your map instead of converting it into a func_door, you convert it into your new func door already setted up with speed, movedir and everything you need. This will speed up time when building a map especially if you are going to use a lot of the same kind of door.

I usually create 4 doors of the same kind, each one with a different direction move, like one moving toward 0 degrees, 90, 180,270.

Ah another thing, here you can see all the keywords usable in the soundshaders if you want to try them out:

http://www.modwiki.net/wiki/Sound_%28keywords%29

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 Post subject: Re: door sound problem
PostPosted: Tue Jun 07, 2011 8:46 am 
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This is an interesting possibility, thanks for the instruction.


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 Post subject: Re: door sound problem
PostPosted: Mon Jul 25, 2011 8:14 am 
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This worked for me

mydoor_sound_open {
minDistance 2
maxDistance 30
volume 3

sound/doors/mysound.wav

}

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