Looping a sound: Difference between revisions
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==Adding the loop== | ==Adding the loop== | ||
Open Goldwave and open the sound you want to loop. Click the '''cues''' icon.[[Image:Cues button.jpg]] | Open Goldwave and open the sound you want to loop. Click the '''cues''' icon.([[Image:Cues button.jpg]]) | ||
Then in the new window | Then in the new window click on the '''New''' button and add a cue '''At Start'''. Then click '''New''' for another cue and add a cue '''At End'''. So it looks like this: | ||
:[[Image:Cue dialog.jpg]] | :[[Image:Cue dialog.jpg]] | ||
Revision as of 15:49, 1 October 2008
Intro
In this short tutorial you will learn how to loop any sound file. Looping sounds in Source requires a simple short process to be made. Sounds cannot be simply looped by un-checking the Is NOT Looped flag of a ambient_generic, you must add cue points to a sound. To do we must use a program called Goldwave. Download it here. There is a free version available. Once installed you are ready to begin.
Adding the loop
Open Goldwave and open the sound you want to loop. Click the cues icon.(
)
Then in the new window click on the New button and add a cue At Start. Then click New for another cue and add a cue At End. So it looks like this:
Conclusion
Save the file and it's loop-ready. Now when you use a Ambient Generic and un-check the Is NOT Looped flag it will loop in game correctly.
