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  • Ranger
    started a topic Sound questions

    Sound questions

    When I replace any looping sound in Quake, it either plays once or not at all. It espcially happens when I use 22k/44k sounds, or even Remake Quake's sounds (strange, considering that those sounds loop when I play RQ). How do I fix this?

  • Baker
    replied
    Originally posted by Ranger View Post
    Could I add an entry to the BSPs' entities like:

    worldscripts "e2m2.cfg"

    or something vaguely lke that? Or is it not possible?
    Negke managed to get Red Slammer to do some amazing command execution in a standard Quake map.

    You could ask for his advice @ Func_Msgboard in the mapping help thread or look at the map source for Red Slammer, as Negke is a well-known open source mapper.

    negke.quaddicted.com

    I bet he knows a way to do it. Red Slammer did all kinds of impossible things.

    Leave a comment:


  • Ranger
    replied
    Could I add an entry to the BSPs' entities like:

    worldscripts "e2m2.cfg"

    or something vaguely lke that? Or is it not possible?

    Leave a comment:


  • Baker
    replied
    Originally posted by Ranger View Post
    Not related: Could a cfg/autoexec be bound to a map? So that, the cfg runs on the start of that map?

    For example, the cfg would run noisetrack sound/audio/blah.wav for e2m3
    In an ideal world, yes. But it really can't be done.

    That being said, if you are willing to delve into QuakeC modification, you could probably make a progs.dat run e1m2.cfg upon map start that would do something like "play sound/audio/blah.wav".

    However, if you want to do it with, say, standard DarkPlaces, set the cd music key to 99 and it will play sound/cdtracks/track098.ogg when the map loads as the CD music. (You would convert the .wav to .ogg)

    Leave a comment:


  • Ranger
    replied
    Not related: Could a cfg/autoexec be bound to a map? So that, the cfg runs on the start of that map?

    For example, the cfg would run noisetrack sound/audio/blah.wav for e2m3

    Leave a comment:


  • Baker
    replied
    Addressing the question in post #1, use Cool Edit or Wavosaur to make looping sounds.

    Leave a comment:


  • Ranger
    replied
    I may be mistaken, but I can't hear any water or wind sounds (e1m1).
    I reinstalled Quake, nothing. Set ambient_level to 1, still can't hear them. I can hear the drip and torch sounds though from like e1m2.

    Leave a comment:


  • Spirit
    replied
    second page of quake looping sound - Google Search

    Leave a comment:

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