Attaching Audio

  • Thread starter Thread starter phreak
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phreak

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Does anyone know of a way to 'attach' audio to static props? Preferably I'd like to be able to 'attach' the equivalent of an ambient_generic to a prop so that when it is placed in game it doesn't need an audio entity placed for each instance. ie. a clock that ticks, fridges, lights etc.
 
Sorry its been ages since I've doen anything with HL2 so bear with me. I think what you need to do is make an attachment bone parented to your root bone. So basicly a dummy bone in max or a 'null' in xsi. Then everything else needs to be worked into the qc file. A good place to start would be to look at the world model of the grenade as it has some kind of trail effect. Check out the qc file for that and do the same only for the ambient_generic.
 
Because you attach the Ambient_generic to the model and it will play the sound.
 
Thanks for your help. I'm still having some issues though. I think the way that you have suggested is a little involved because for one i'm a sound designer, not a modeler, so don't have a copy of max or xsi. Also i'm relatively new to the source engine so i'm not sure if i entirely have the qc's sussed out. As far as I can understand they reference the animation sequences for a model. I looked at the one for the grenade and couldn't figure out the 'tail effect' you were describing. I know i'm probably missing something incredibly simplistic but currently I'm at a dead end. Any more help would be greatly appreciated. Cheers.
 
It might be in the code file for the grenade. How important is it to attach audio to the model why dont you just do it in the map.
 
It isn't crucial, there is just some extremely large maps in this mod (No More Room in Hell) and it would be a lot easier to have ambient_generics 'pre-attached' to certain props. This would allow the mappers to make updates / changes to them and the correct audio and soundscript pointer would be automatically there. If I can't find an 'easy' way of doing this i will just use a prefab containing the prop and ambient_generic.
 
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