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|AoD|Nekra Dec 3, 2013 @ 10:46am
total_channels == MAX_CHANNELS
soo before the steampipe update my map compiled and ran perfectly with no issues however AFTER the steampipe update ive moved onto the new editor since the old one just doesnt work anymore ive managed to get my maps to compile but certain sounds / music / ambients dont play and the error i get in the top left of the screen is this total_channel == MAX_CHANNELS thinking this maybe due to a lot of ambient_generics in my map ive compressed these down to maybe 10% of what they used to be however this error persists and is preventing me from continuing development of my maps any help is greatly appreciated, and yes i have googled this with no joy.
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Wazanator Dec 3, 2013 @ 11:05am 
Is this for a game or mod? This has nothing to really do with hammer and more to do with the code of the game.
|AoD|Nekra Dec 3, 2013 @ 11:34am 
id say it does since this has only happened to my maps after the steampipe update, and if theres something that can be done within hammer to maybe reduce or alter the number of sounds being played then maybe that will help, and since i dont have this issue on any of the standard games hl2, ep1, ep2, tf2 etc etc with any community maps it must be directly related to something present within my maps.
|AoD|Nekra Dec 3, 2013 @ 8:09pm 
it seems i have fixed my own problem, the issue is indeed related to having too many ambient_generics in a map playing at the same time i must have had well over 150, the way i have fixed this is to use 1 ambient_generic for many of the same object so for instance say i have 200 lights in my map and each light needs its own electrical humm instead of using 1 ambient_generic per light i would use just 1 ambient generic name my light say electric_light then in the ambient_generic properties set the source entity to the same name that i have named my lights so only 1 ambient generic is playing but its playing from every location that i have an entity named electric_light i hope this helps others out there since this has had me vexxed for quite some time.
Wazanator Dec 3, 2013 @ 8:22pm 
Might want to also look into soundscapes. Real life saver for ambient noise.
Dmitriy Dec 3, 2013 @ 11:58pm 
by giving a name to the "light" or "light_spot" entity you automatically increase lighmaps' size. See wiki docs. I think that better solution will be to decrease ambient_generic's sound distance so player will hear it only when is close to the source
geri43 May 19, 2014 @ 2:17pm 
Originally posted by |AoD|Nekra:
it seems i have fixed my own problem, the issue is indeed related to having too many ambient_generics in a map playing at the same time i must have had well over 150, the way i have fixed this is to use 1 ambient_generic for many of the same object so for instance say i have 200 lights in my map and each light needs its own electrical humm instead of using 1 ambient_generic per light i would use just 1 ambient generic name my light say electric_light then in the ambient_generic properties set the source entity to the same name that i have named my lights so only 1 ambient generic is playing but its playing from every location that i have an entity named electric_light i hope this helps others out there since this has had me vexxed for quite some time.

I tried your solution, but it doesn't work for me :( I made multiple info_targets for the lights called "humm", but when I set the ambient_generic's sourcentityname to "humm", the sound comes only from one "humm" entity... How did you make it work with multiple entities? Please help
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Source SDK > Source Level Design > Topic Details
Date Posted: Dec 3, 2013 @ 10:46am
Posts: 6