Sound effects

MissKerrigan

Active Member
Hey guys,

I actually have 2 questions about sound effects:


1. I made a trigger with a sound effect and put it on 50% volume but it's still 100% volume in game

2. I made a sound effect trigger which must keep running in game, but it only must play again if the sound effect is finished! (no overlapping)

3. I create a defence game with 50 waves and give sounds 'round 1' 'round 2' 'round 3' of adjudtant

Does anybody know if there are more of these sounds which are 'round 11' to 'round 50'?

MissKerrigan
 

Monsterous

In the Shadows, Lurking.
"I made a trigger with a sound effect and put it on 50% volume but it's still 100% volume in game"
I had the same problem as well. What you could do is just copy the sound in the data editor, and increase its volume there, and play that sound through the trigger.

"I made a sound effect trigger which must keep running in game, but it only must play again if the sound effect is finished! (no overlapping)"
What you could do is have a repeating timer, equal to the length of the sound, and when the timer expires, the trigger replays.

"I create a defence game with 50 waves and give sounds 'round 1' 'round 2' 'round 3' of adjudtant Does anybody know if there are more of these sounds which are 'round 11' to 'round 50'?"
Unfortunately, I dont know :(
 

GFreak45

I didnt slap you, i high 5'd your face.
if i am correct the adjutant voice was done using a text-speech program, im sure you could find something like it and an adjutant voice to import, then you can make whatever voice combinations you want, however beware the all feared map size limit, importing 40 custom sounds would quickly fill that up, but you could do 1-20 then every 10 so it would play the sound 30 then 5 for her to say 35, since the first word is always the 10 digit and the 2nd is always the 1 digit, for all above 19
 

Dave312

Censored for your safe viewing
there are actually inbuilt sounds of an announcer designed specifically for this situation. There are separate sound files for words such as "round" and numbers going up well past what you need. The trick is to devise a method of playing each sound file such that it sounds continuous (shouldn't be too hard)
 
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