Doing stuff with env_microphone

  • Thread starter Thread starter ^PoW^norman b.
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^PoW^norman b.

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I want a speaker to move along with a sound, to be specific, any of the HL2 music sounds, and when i say speaker i mean an object like a func_movelinear, not an env_speaker.

Ive tried using an env_microphone, and the func_movelinear will move, but only to sounds that i make, (ex: me walking, jumping, shooting, etc.) the ambient_generic seems to do nothing.

Any help would be appeciated.
 
if i understand your question, you are trying to make a speaker bounce or move like its playing a song with some loud bass. If that is the case you will need to do one of 2 things: code some kind of sound response trigger to make it move when it passes some kind of sound threshold, or 2, synchronize a series of events that move the speaker with the music.
 
The first one. I thought that the env_microphone could do that, but i think its b/c i directly hooked them up directly to each other. I'm gonna try making so it moves once the sound gets pretty loud, instead of moving continuoulsy with the music.
 
Hmm. Does ambient_generic even cause changes in ambient sound volume as the sound it's playing gets softer or louder? I wouldn't think so.
 
Well I tried everything, and it seems that your right. An env_microphone cannot measure the sound level of an ambient_generic, although it can play it back though a speaker.

To tell you the truth, I'm not worried about getting the speaker to move. I can do that some other way, a lot simpler way too.

My biggest problem now is getting some ambient_generic's or some other kind of sound playing entity to cycle though, playing one song, then going to the next. For some stupid reason, ambient_generics do not have an out put that fires after the sound has stopped, or else this would be very easy.

I really wanted to be able to measure the sound level of an ambient_generic b/c im making a nightclub kinda map, with lazers and lights and stuff that goes with the music. Oh well.
 
Maybe use a timer?
Dunno how efficient that is.
 
Yea, I could use a timer. Just need to find me a watch to time the songs in game. Guess I could write down when certain changes in the songs occur when i want something to happen, like a certain pattern of blinding lights when the music gets loud or changes.

Env_shake's near speakers: Sweet.
 
I was going to try something like this after playing a horrible map called large_party.
It was going to be named small_party but be huge, like having puzzels and a small skydiving section and other stuff.

Although I learned something from that map. You can use sprite textures as brush textures too :laugh:
 
Wait, could I get the songs to cycle using a custom env_soundscape? That way I could designate several different places for the music to play, like in the main room, or outside next to a pool.

I dont know much about soundscapes, so if you could just point me to a tutorial that would help me, I would greatly appreciate it.
 
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