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                        Posted by satchmo on 
    Fri Jan 7th 2005 at 8:13pm
                     
                    
                 
                
            
            
                
    
                    
                             satchmo
                            satchmo
            
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    Nov 24th 2004
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                            Location: Los Angeles, U.S.
             
                
                        I am experimenting with ambient sounds.  There is an outdoor area
of the map that I have successfully set up an ambient_generic entity to
loop a wind sound effect.  But I want to turn it off once the
player is indoor.
In HL1, the choices are "room types" or "normal" for the
ambient_generic entity.  I want to set the sound back to "normal"
(i.e. no wind sound) when the player is indoor, but there is no
"normal" sound effect when I browsed through the sounds.  I've
tried filtering for "room", "default", "normal", "nosound", but there
is nothing that fits my need.
I know there must be a way to accomplish this.  Do I have to use soundscape instead for this?  Thanks for any tips.
                                    
             
        
            
            
                                     
                                
                    
                        Re: Ambient_generic transition
                        Posted by Orpheus on 
    Fri Jan 7th 2005 at 8:18pm
                     
                    
                 
                
            
            
                
    
                    
                             Orpheus
                            Orpheus
            
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                            Location: Long Oklahoma - USA
             
                
                        i don't really remember, but was environmental sound made with ambient_generics?
anywho's, environmentals are fickle things, at least in HL1. you needed one to turn it on, then you had to have one to turn it off, or change it to another type of environ.
environs have a range you must set to trigger it.. in other words, how close do you want a player to be before it triggers.
also, environs cannot be allowed to see each other, or they will bork (so i am told)
i dunno if HL2 is even remotely the same, but i am betting it is close.
check the things i mentioned and get back to us.
                                    
             
        
            
            
                                     
                                
                    
                        Re: Ambient_generic transition
                        Posted by Nickelplate on 
    Fri Jan 7th 2005 at 8:25pm
                     
                    
                 
                
            
            
                
    
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                        use that one "soundscape" entitiy. i tihnk its and ENV.
                                    
             
        
            
            
                                     
                                
                    
                        Re: Ambient_generic transition
                        Posted by Leperous on 
    Fri Jan 7th 2005 at 8:31pm
                     
                    
                 
                
            
            
                
    
                    
                             Leperous
                            Leperous
            
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                        You want to try that again in English..? :razz:
HL2 seems to be quite clever with sound effects- many I place can't be heard through walls and so can be considered as "outdoor only" sounds. But yes, make an env_soundscape (look at the soundscapes.txt in the Source content GCF for valid names) and work from there.
                                    
             
        
            
            
                                     
                                
                    
                        Re: Ambient_generic transition
                        Posted by Leperous on 
    Sun Jan 9th 2005 at 12:15pm
                     
                    
                        
                        Posted 
    2005-01-09 12:15pm
                     
                 
                
            
            
                
    
                    
                             Leperous
                            Leperous
            
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                        Sorry, I mean the Source Engine GCF- it's in the hl2/scripts directory. You can actually take any of the sentence names from the various soundscapes_*.txt files, e.g. prison.trainstation from the prison soundscapes.
                                    
             
        
            
            
                                     
                                
                    
                        Re: Ambient_generic transition
                        Posted by Dark|Killer on 
    Thu Jan 20th 2005 at 2:00pm
                     
                    
                 
                
            
            
                
    
            758 posts
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    Dec 22nd 2004
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                        Hey guyz, i know this is an easy question, but i need a suggestion from experts, if i have a map, based on a war in the city, and you want fighting, shooting, and exploding backgrounds in your map, shall i use ambient_generic or env_soundscape, im just confused between them, so i would like an answer from experts in mapping.
Thank you :dorky:
                                    
             
        
            
            
                                     
                                
                    
                        Re: Ambient_generic transition
                        Posted by Atrocity on 
    Thu Jan 20th 2005 at 2:08pm
                     
                    
                 
                
            
            
                
    
            221 posts
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    Sep 1st 2003
                    Occupation: Level Designer/Student
                            Location: Toronto Ohio
             
                
                        I used ambient's and linked them to sounds scapes.
                                    
             
        
            
            
                                
                    
                        Re: Ambient_generic transition
                        Posted by Dead-Inside on 
    Sat Mar 5th 2005 at 10:09pm
                     
                    
                        
                        Posted 
    2005-03-05 10:09pm
                     
                 
                
            
            
                
    
            8 posts
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        Registered: 
    Mar 4th 2005
                     
                
                        I'd like to point out that you can easily listen to all sounds if you open up an ambient_generic and when browsing sounds do two things; ?
1. Choose Raw instead of Game Sounds, and
2. Tick auto-play (So you don't have to click each sound).