Re: Custom soundscapes?
Posted by RabidMonkey777 on Tue Dec 7th at 7:06am 2004
From looking at some of the CS:S soundscapes, the file actually needs to be named soundscapes_mapname.txt instead of just soundscapes.txt - For example, the 'Office' soundscapes are defined in cstrikescriptssoundscapes_office.txt.

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Re: Custom soundscapes?
Posted by RabidMonkey777 on Tue Dec 7th at 7:55am 2004
Hmm, good point.
I've been experimenting with this as well and seem to arrive at the same point - I can't get custom soundscapes to work at all. Maybe it is just an engine thing at this moment?

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Re: Custom soundscapes?
Posted by Leperous on Tue Dec 7th at 11:45am 2004
Presumably then you can make your own soundscape_*.txt and reference it somehow in your map (though after searching through the FGDs it would be quite subtle), or maybe it is loaded automatically?

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Re: Custom soundscapes?
Posted by Myrk- on Tue Dec 7th at 12:02pm 2004
Perhaps a command in the compiling references your map to the soundscape txt or a custom vmtb file (or whatever that strange txt variant is that hammer uses- also used to put grass sprites in vast ground areas).
[addsig]

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Re: Custom soundscapes?
Posted by Peterix on Tue Dec 7th at 8:58pm 2004
After digging through the SDK, I found that all additional soundscape
files must be referenced in "scripts/soundsapes_manifest.txt"
The manifest file with some new soundscape references:
soundscaples_manifest
{
"file" "scripts/soundscapes.txt"
// List additional soundscape files here
"file" "scripts/soundscapes_canals.txt"
"file" "scripts/soundscapes_klab.txt"
"file" "scripts/soundscapes_elab.txt"
"file" "scripts/soundscapes_streetwar.txt"
"file" "scripts/soundscapes_citadel.txt"
"file" "scripts/soundscapes_town.txt"
"file" "scripts/soundscapes_coast.txt"
"file" "scripts/soundscapes_prison.txt"
"file" "scripts/soundscapes_trainyard.txt"
"file" "scripts/my_cool_soundscape.xyz"
"file" "scripts/bogus_soundscape.abc"
}
It seems that it's impossible to define soundsapes on per-map basis right now.
You have to make a new mod or some intelligent map installer, that will be able to parse and/or add to the manifest file.
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Re: Custom soundscapes?
Posted by ReNo on Thu Dec 9th at 2:34pm 2004
Its not custom sounds that is the limitation mate, you can make use of
those perfectly fine I think. Soundscapes are used to script what
sounds are used in certain areas of the map, what random sounds occur
in certain areas, and more. You can still place sounds around with
ambient_generics or use the premade soundscapes, but its just not
giving you the same degree of control you could have.
[addsig]

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