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Post by 3kliksphilip on Jul 21, 2009 10:25:38 GMT
Particularly when people are using long custom samples, such as music, apparently the music doesn't stop when an output telling it to stop is used. I have a couple of ideas people could try if they have some spare time...
*Try making the sound with a different file format (wav / mp3)
*Try destroying the entity
EDIT: Looking through the youtube comments I've received today I'm amazed at how many of these topics people have actually contributed to.
whitecloak9 - (says that WAV is better than mp3 because it doesn't lead to a small gap at the end of the song if it's looped)
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l
Trained Noob
Posts: 24
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Post by l on Jul 25, 2009 16:49:15 GMT
Ooo I had this problem but i solved it. For some reason unchecking the is not looped flag solves the problem. after you do this your stop sound ouput should work. the only flag i had set for my ambient generic was start silent.
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Post by john88z on Jul 25, 2009 17:50:37 GMT
Has anyone tried instead of in the output, start sound. Toggle?
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Post by 3kliksphilip on Jul 30, 2009 12:12:52 GMT
Can anybody confirm that either of these two fixes work?
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Post by mmcpherson4 on Aug 9, 2009 2:41:24 GMT
thats odd.. i tested a .wav file and it stopped when i told it to with a button when i unchecked "is NOT looped"
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l
Trained Noob
Posts: 24
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Post by l on Aug 9, 2009 20:44:02 GMT
yup see...........it works when u uncheck the "is not looped" flag
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Post by Eatbeavers(SWE) on Aug 10, 2009 21:22:44 GMT
this can not be fixed ......valve has no fix for it either
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l
Trained Noob
Posts: 24
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Post by l on Aug 13, 2009 23:47:49 GMT
unchecking the is not looped flag does work. try it out for yourself.
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Post by Helix on Jan 21, 2010 15:22:04 GMT
Sometimes it is the ''Loop WAV sound'' flag that has to be ticked or unticked even though the opposite is expected. But yeah, I always Kill an entity.
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Post by john88z on Jan 22, 2010 2:29:25 GMT
If an entity is killed in Css or any multiplayer game for that matter, wouldnt it carry over to the next round and stay killed until the map is reloaded? Also on the subject of ambient generics, I found this: Ambient_generics used to play looping sounds in Counter-Strike Source must be activated with a logic_auto or they will stop playing once the first round starts. Just a tidbit of info there.
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Post by Zeph on Mar 2, 2010 14:35:27 GMT
"StopSound" only works for looped sounds (untick "Is NOT Looped"). it does not work for non-looped (play once) sounds (tick "Is NOT Looped"); they will continue till the end of the file. A workaround using C++ is here: developer.valvesoftware.com/wiki/Ambient_generic:_stop_and_toggle_fixEDIT: Perhaps an easy workaround could be to set it's volume to zero? Needs testing.
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Post by 3kliksphilip on Mar 3, 2010 3:17:48 GMT
Looks like we're close to finding a solution here.
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