Re: ambient_generic fade in
Posted by Riven on Mon Nov 10th at 4:30am 2008
Yes, env_soundscapes require a text file. You can make your own or refer to one already made. They allow quite a bit of freedom in terms of Entities in Hammer. They're easy to use and work pretty well. All you have to do is learn the parameters and format for the textfiles, in which case there are a few tuts on the VDC to help you out with.
As far as fade-ins for your .wav files. I tried the fade-in checkbox and keyvalues and it never worked for me either (this was in the EP1 engine). I don't know if this is fixed in the orange box. I do know that the pitch keyvalue works, but fading a looped sound would be better off if done in the sound itself. Source need only play the sound, no post processing. If you want the sound to start off quietly and loop seamlessly, all you need to do is fade-in the beginning and fade-out the end, The player shouldn't notice at all. I accomplished this for 3 minutes of heavy rain I recorded one night outside my window. I clipped out the train noise, and faded the ends and added my looping cues; it worked beautifully in game; I couldn't be happier.
So, yea, make it a goal to not rely on Source to post-process your content if you can help it.

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Re: ambient_generic fade in
Posted by Le Chief on Tue Nov 11th at 8:20am 2008
What I would have done is triggered a "fade in" than make it so you trigger a sound right after the sound is faded in, and this second sound just loops from there.

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Re: ambient_generic fade in
Posted by Dark Tree on Tue Nov 11th at 10:24am 2008
If I am hearing you right... you are saying to make two wav files. One wav file is manually faded in... at the end of the wav file, start the OTHER wav file... and have it looped. If so, I think I will do that... I actually thought about this last night... but.. I am trying to be efficient. But... if that is as efficient as I can get, I'll do it! Thanks for the idea. The VDC states the fade in / fade out stuff as borked. Thats funny. Funny because it makes me a sad panda.

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Re: ambient_generic fade in
Posted by G4MER on Tue Nov 11th at 2:41pm 2008
They made some of the very best games.. many of them are my faves!
Sorry for the misspelling Dar Tree of the name.. =(
I wonder if that wipeout game could be made in Source now? hummmm

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Re: ambient_generic fade in
Posted by Le Chief on Fri Nov 14th at 4:10am 2008
Look at you two reminiscing about the dinosaur age :P.
[code=Dark Tree]If I am hearing you right... you are saying to make two wav files. One wav file is manually faded in... at the end of the wav file, start the OTHER wav file... and have it looped.[/code]
Yes, that's what I mean, its the only way to do it. If you have a look through the Half-Life 2 sounds, there are a few examples of this technique being used.

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Re: ambient_generic fade in
Posted by Sehnsucht on Fri Dec 26th at 7:13pm 2008
Another workaround is to copy the sample and paste it after itself, so you have two instances of the loop within the wave and set the loop start que where the second instance begins. Save the wave with the new metadata and it should pot up and loop in Source.
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Re: ambient_generic fade in
Posted by Riven on Fri Dec 26th at 7:28pm 2008
-Well, that's a pretty nifty idea too! -I wouldn't put it past Valve to have a few of their sounds doing that. You think there are any drawbacks to doing that?

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Re: ambient_generic fade in
Posted by Le Chief on Sun Dec 28th at 3:08am 2008
I suppose the only drawback is a larger total filesize for the sound.

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