Kouji_San
Jul 14 2004, 03:32 AM
- How to target your mp3 sounds:
Unlike the ambient_generic which automaticly looks for the *.wav files in the "/sound" directory. The target_mp3audio starts in the main mod directory.
To target your sounds you have to use the following:
sound/yoursound.mp3
- Sounds not playing when using more then 1 target_mp3audio's:
The target_mp3audio has a problem if you don't give it a target name, usually if you don't have/want to trigger it you don't give it a target name, true?
The solution:
If the fade distance of let's say 2 target_mp3audio's overlap each other, only the first which was added in the editor is played, the other is muted somehow. This also happens if you check the flag "don't fade volor".
Now if you give all of them a different target name they will play their sound, and it doesn't seem that the sounds have to use a certain type of encoding
Encoding types I tested:
- 128kbps, 44khz, stereo/mono
- 128kbps, 22khz, stereo/mono
- 96kbps, 44khz, stereo/mono
- 96kbps, 22khz, stereo/mono
- 64kbps, 22khz, stereo/mono
Update historie:
07-oct '04:
- Rewrote the entire post
- Added the "How to target your mp3 sounds"
Reebdoog
Jul 14 2004, 04:04 AM
Good work, i hate that little bugger of an entity, never seemed to work properly for me. Glad you could solve the overlapping problem.
perso
Jul 15 2004, 12:36 PM
So if I give all the target_mp3audio entities different targetnames they won't overlap even if I have multiple target_mp3audios overlapping eachother? That'd be great since I've encoutered the same problem. Only the one in readyroom works and it's pretty close to the "playing area". Thanks, so super cool if this works.
TyrNemesis
Aug 31 2004, 10:17 AM
Stickied. Definitely one of the more obscure and poorly-documented entities. Thanks, Kouji.
Kouji_San
Aug 31 2004, 06:29 PM
I aim to please
the_x5
Sep 7 2004, 05:35 PM
~idea~
Maybe Zunni can get this tweaked so it isn't such a pain?
DarkATi
Sep 30 2004, 03:48 AM
The easiest solution is to convert the MP3s to WAVs and use ambient_generic.

~ DarkATi
Kester
Sep 30 2004, 11:39 AM
but if uve got alot of mp3 files, its gonna make the final size of u map bigger if there all wav's, and no one wants to be stuck downloading loads of different wav files
DarkATi
Sep 30 2004, 05:48 PM
| QUOTE (Kester @ Sep 30 2004, 06:39 AM) |
| but if uve got alot of mp3 files, its gonna make the final size of u map bigger if there all wav's, and no one wants to be stuck downloading loads of different wav files |
I guess... don't use so many custom sounds then! IDK
~ DarkATi
Lt_Gravity
Jan 24 2005, 07:21 AM
found this kinda late

nice explanation koji.
will try this. and maybe I will hear some more "why doesnt stopsound work properly here?" <- go away and leave my betatest!
Kouji_San
Jan 24 2005, 08:50 PM
my nick is Kouji
BigD
Nov 28 2006, 10:58 PM
Huh... I remember reading this when it was first posted... but the last time I was working on a map, last spring or so, I stumbled upon this problem and had no idea why some worked and others didn't. (Was triggering some but not others now that I think about it.) I knew there was something to do with overlapping entities acting goofy and such, but this clarifies it.
Funny how learning is much more effective once you've done some hands on!
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