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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?Tags: None
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Negke managed to get Red Slammer to do some amazing command execution in a standard Quake map.Originally posted by Ranger View PostCould I add an entry to the BSPs' entities like:
worldscripts "e2m2.cfg"
or something vaguely lke that? Or is it not possible?
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.
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Could I add an entry to the BSPs' entities like:
worldscripts "e2m2.cfg"
or something vaguely lke that? Or is it not possible?
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In an ideal world, yes. But it really can't be done.Originally posted by Ranger View PostNot 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
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)
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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
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Addressing the question in post #1, use Cool Edit or Wavosaur to make looping sounds.
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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.
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