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The Ambient_generic entity lets you play sounds in your map. If you want background ambience,
like wind or traffic, you're better off using a soundscape. Watch my tutorial on that instead.
MAKING AN AMBIENT GENERIC Click on the entity tool and place it in your
level where you want the sound to play. Choose the selection tool and double-click
on it. Choose ambient_generic from the Class drop-down list.
Click on Sound Name and Browse. Tick 'autoplay sounds' to automatically play
the sounds you select. Find the one you like and double-click on it. Well done.
Give the ambient_generic entity a name- this will help later on and is a good habit.
GENERIC OPTIONS You won't need to change most of these options-
they're simple to use, but I've used the defaults for this tutorial.
The one you might like to adjust is Max Audible Distance, it determines the furthest distance
away that this sound can be heard, shown by the yellow circle here.
Click on how you would like for it to be triggered to go to that part of the tutorial.
TRIGGERED BY WALKING INTO AN AREA Make a block, select it and press ctrl+t.
Choose trigger_once, or trigger_multiple if you want it to work more than once. Go to
the Outputs tab, click add and in the first box put 'OnStartTouch', the name of the ambient_generic
entity in the second and PlaySound in the third.
TRIGGERED BY A BUTTON Make a block as before, select it, press ctrl+t
and choose func_button. Go to the Outputs tab and in the first box put 'onpressed',
the name of the ambient_generic entity in the second and PlaySound in the third.
PLAYING ALL THE TIME AUTOMATICALLY In the ambient_generic entity's properties,
click on the Flags tab and disable 'Start Silent'. If you want it to repeat forever,
untick 'Is NOT Looped'. Some sounds won't loop, it depends on whether the audio file
has a cue or not, but I won't cover that here. PLAYING FROM EVERYWHERE
If you want it to sound like it's coming from everywhere instead of from where it's placed
in the map, tick 'Play everywhere'. It doesn't matter where it's placed in the level when
this is ticked.