Re: env_soundscape syntax issues
Posted by Bl1tz on
Tue Apr 19th 2005 at 2:11am
35 posts
14 snarkmarks
Registered:
Jan 23rd 2005
Occupation: Slacker
Hello.
I am trying to get some non-looping sounds incorporated into my map on a random playing basis.
I created a custom soundscapes*.txt called soundscapes_bleh.txt and I
added the correct key for it to soundscapes_manifest.txt. Both files
are in ...half-life 2 deathmatch/hl2mp/scripts
Here is the content of soundscapes_bleh
"ortho.rain"
{
"dsp 1"
"playrandom"
{
"time" "0.1, 1.5"
"volume" "0.2,1"
"pitch" "75,100"
"attenuation" "0.7"
"rndwave"
{
"wave" "ambient/water/drip1.wav"
"wave" "ambient/water/drip2.wav"
"wave" "ambient/water/drip3.wav"
"wave" "ambient/water/drip4.wav"
}
}
}
I have an env_soundscape in my map that has the soundscape value "ortho.rain"
When I compile the map, I get this error
KeyValues Error: RecursiveLoadFromBuffer: got } in key in file scripts/soundscapes_bleh.txt
ortho.rain,
KeyValues Error: LoadFromBuffer: missing { in file scripts/soundscapes_bleh.txt
(ortho.rain),
Compressing fragments (4349 -> 3212 bytes)
Blitz connected
Signon traffic "CLIENT": incoming 16.373 Kb, outgoing 694 bytes
Binding uncached material "particle/rain", artificially incrementing refcount
Soundscape: ortho.rain
Soundscape ortho.rain:Unnown command dsp 1
Soundscape ortho.rain:Unknown command {
Soundscape ortho.rain:Unknown command 0.1, 1.5
Soundscape ortho.rain:Unknown command 0.2,1
Soundscape ortho.rain:Unknown command 75,100
Soundscape ortho.rain:Unknown command 0.7
Soundscape ortho.rain:Unknown command {
Soundscape ortho.rain:Unknown command ambient/water/drip1.wav
Soundscape ortho.rain:Unknown command ambient/water/drip2.wav
Soundscape ortho.rain:Unknown command ambient/water/drip3.wav
Soundscape ortho.rain:Unknown command ambient/waer/drip4.wav
OK. So as far as I can tell, my syntax seems to be correct when
compared with the soundscapes*.txt files in the .gcf, so any help
you can provide would be greatly appreciated. Thanks.
Re: env_soundscape syntax issues
Posted by Leperous on
Tue Apr 19th 2005 at 12:03pm
Posted
2005-04-19 12:03pm
Leperous
Creator of SnarkPit!
member
3382 posts
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Registered:
Aug 21st 2001
Occupation: Lazy student
Location: UK
What is "dsp 1" meant to do? Try "dsp" "1" (with a tab inbetween) and try again.
Re: env_soundscape syntax issues
Posted by Bl1tz on
Wed Apr 20th 2005 at 2:04am
35 posts
14 snarkmarks
Registered:
Jan 23rd 2005
Occupation: Slacker
AH! You're right...lol Not sure how I missed that last night... I'll give it a go. Thanks.
edit: "dsp" "1" automatically creates the most accurate reverb for your
map (which, by the way, is a really cool feature of the HL2/Source DSP
sound engine)
So for example, if you set "dsp" "1" on all of the soundscapes you use
in your map, the sounds will echo or reverberate according to the
dimensions of your map. If it's a giant arena, dsp 1 measures the area
between walls, and creates a large echo. If the sound occurs in a small
hallway, the sound is tighter and more compact with very little echo.
Browse the sound text files in the Source Engine .gcf and you'll see
the various characteristics of the DSP room presets (there are 100+ of
them)