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Re: ambience sounds fade in/out [Re: CodeMaster] #413692
12/16/12 12:47
12/16/12 12:47
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
Senior Expert
3run  Offline
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
Harry Potter@ you can place a path above that river, and make entity with "ent_playloop" move on the path, with player, there is no need to make a bunch of entities, which will play all those ambiance sounds.

CodeMaster@ I'm happy that it was useful, but please take a look at the manual some times.


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Re: ambience sounds fade in/out [Re: 3run] #413693
12/16/12 12:50
12/16/12 12:50
Joined: Dec 2002
Posts: 3,363
Vindobona (Ostarichi)
Harry Potter Offline
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Harry Potter  Offline
Expert

Joined: Dec 2002
Posts: 3,363
Vindobona (Ostarichi)
Originally Posted By: 3run
you can place a path above that river, and make entity with "ent_playloop" move on the path, with player, there is no need to make a bunch of entities, which will play all those ambiance sounds.
Yes, that's a good idea.

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