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 16:49, 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.