Now i´ve deleted the entity and created a new one. now it works as for the sound not to be heard everywhere but the floor which is entered as origin is not recognised. the sound originates from the ambient_generic. the entity appears to be quite buggy.
oh well, maybe i should go without that...
if you want the barrel to respawn after its destruction just use prop_physics_respawnable and make the needed settings using properties. if anything is set save it as prefab.
yes, it´s true but it is not set to play everywhere .
i´ve tried a func_brush and func_illusionary, too. func_illusionary seems to work better but even with a hearing distance of 1 it can be heard everywhere except in a narrow hallway where the volume fades out to almost zero.
maybe it´s a bug?
oh, my question contains an error...
I didn't tie it to a func_detail but a func_wall which allows to assign a name. Anyways, it doesn't work and now I'm trying to use a func_illusionary. I wonder if that will work.
Thanks for taking a look; your comments gave me some ideas. :cheers:
the buildcubemaps command is needed after you have compiled a new map. It creates the cubemaps and stores it in your BSP file. After you have done this, it isn't necessary anymore.
thanks for your input.
I´ve tried many different values for the hearing distance and ended up with at a volume of 1 but the sound can be heard everywhere. i want the wind to be heard in the tunnel and a bit outside (3 feet infront of the entrance and exit). btw., the flags are set properly...
hi there,
i´m just an hour of work away from releasing my map and the only problem that´s left is to place a wind sound in a small tunnel. the tunnel´s ceiling is textured with a crate you can shoot through. because the sound should not originate from a certain point but the tunnel´s floor...