Thanks, Ive worked with FPSc for a long time just decided it was time for some contributions. What do you suggest by possibilities for other uses?.. I assume you can come up with some nice environmental sounds but it does have its limitations.
@Mr Love-
I have came up with a few more scripts/Ways that I think you would enjoy much more.
1: Since the code essentially tells the engine to override the setup file putting this inside a dynamic entity didn't really make sense to me? You still need a dynamic entity that will play sounds though... Just place an entity with the stock "Sound Emitterloop" script and place trigger zones that change the soundscale. Place this script in the trigger zone changing the soundscale level to your will.
;Artificial Intelligence Script
;Header
desc = Soundscale Change Triggered (scale medium/short)
;Triggers
:state=0,plrwithinzone=1:soundscale=10
With this method you can place various ones around the map to enhance certain environmental features, ie: in some areas you can place this trigger zone and set "soundscale=.01" (for some reason it does not support 0/maybe because scaling by 0 will be the same?
) to mute out the sounds and other areas make it greater.
2: I came up with another script that still uses the old way but now works better with multiple entities (as long as they're script distances don't collide). This method only uses a main script which I guess will be less work but whats the fun in that! (of course your sound0 audio file). I tested it out on a 16 segment long strip with two radios at opposite ends emitting /atmos/electrichum (and others) sounds; it worked great! try it! Place this script on the first entity
;Artificial Intelligence Script
;Header
desc = Sound Emit From Zone (scale medium)
;Triggers
:state=0:state=1
:state=1,plrdistwithin=800:soundscale=10
:state=1,plrdistwithin=700:loopsound=$0
:state=1,plrdistfurther=800:stopsound
and this on the other
;Artificial Intelligence Script
;Header
desc = Sound Emit From Zone (scale short)
;Triggers
:state=0:state=1
:state=1,plrdistwithin=500:soundscale=3
:state=1,plrdistwithin=400:loopsound=$0
:state=1,plrdistfurther=500:stopsound
Sorry for the long responses I just wish to be as clear as possible to address any concerns and possible problems.
You may want to adjust values for playerdistances and soundscale according to entity sounds if you are going to use this.
2S!K Productions