Re: soundscape
Posted by kingtoke on
Sun Dec 12th 2004 at 12:18am
Posted
2004-12-12 12:18am
56 posts
26 snarkmarks
Registered:
Nov 25th 2004
Location: uk
ok from what i've gathered from reading tutorials,
i've made a directory called "Scripts" within my \sourcesdk\cstrike_sample_content\maps folder and made a file within it called soundscapes.txt
inside this file i have the code
// This plays a single looping sound, with a generic reverb (room type 1)
"GenericIndoor"
{
"dsp" "1"
"playlooping"
{
"volume" "1"
"pitch" "100"
"wave" "ambient/areas/air_exchange/indoor2.wav"
}
}
// Outdoor Sound)
"GenericOutdoor"
{
"dsp" "1"
"playlooping"
{
"volume" "1"
"pitch" "100"
"wave" "ambient/misc/engine1.wav"
}
}
and i've added the env_soundscape entity to my map. in the properties i've said to use the outdoor soundscape and the radius is set to 128
but when i play theres no sound produced, could someone point to me what i've done wrong.
cheers
Re: soundscape
Posted by kingtoke on
Sun Dec 12th 2004 at 12:31am
Posted
2004-12-12 12:31am
56 posts
26 snarkmarks
Registered:
Nov 25th 2004
Location: uk
im not trying to use custom sounds at this stage, the supplied ones are fine. have i set my soundscapes file up correctly?
Re: soundscape
Posted by Nanodeath on
Sun Dec 12th 2004 at 12:38am
Posted
2004-12-12 12:38am
356 posts
66 snarkmarks
Registered:
Nov 11th 2004
Occupation: Student - Bioengineering
Location: Seattle, WA, USA
Um...who said custom sounds? Just look at the answer in the link and try that if you haven't already.
Re: soundscape
Posted by ReNo on
Sun Dec 12th 2004 at 12:44am
Posted
2004-12-12 12:44am
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
That other thread isn't about custom sounds, its about custom
soundscapes. I'm not sure if what you typed above was just a
typo, but if it wasn't, then you should be aware that the
env_soundscape entity isn't the basic entity used for playing sounds in
your map, that would be the ambient_generic entity. I won't bother
explaining anymore until you reply to let me know if you were just
misunderstanding its purpose, as if you were then I'd be wasting my
time :biggrin:
Re: soundscape
Posted by kingtoke on
Sun Dec 12th 2004 at 12:53am
Posted
2004-12-12 12:53am
56 posts
26 snarkmarks
Registered:
Nov 25th 2004
Location: uk
hmm i think ambient_generic is the entity i was looking for - all i'm trying to do is have some sounds linked to entities on my map. nothing too complicated. i'm compiling now and if it doesn't work for what i need ill post again
also i'm only mapping for cs:s atm. plus im kind of slow at picking things up the first time, once i get it sorted i'm usually pretty good. :dorky:
ta for help
Re: soundscape
Posted by Nanodeath on
Sun Dec 12th 2004 at 12:55am
Posted
2004-12-12 12:55am
356 posts
66 snarkmarks
Registered:
Nov 11th 2004
Occupation: Student - Bioengineering
Location: Seattle, WA, USA
Lol, yeah, in that case ambient_generic is a much simpler solution :wink:
Re: soundscape
Posted by ReNo on
Sun Dec 12th 2004 at 1:01am
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
No problem :smile: Env_soundscapes are essentially used for playing sounds,
but they give a lot more control than ambient_generics and so are also
signficantly more complicated.
Re: soundscape
Posted by kingtoke on
Sun Dec 12th 2004 at 1:22am
56 posts
26 snarkmarks
Registered:
Nov 25th 2004
Location: uk
yeah ambient seems to work, what i've odne basically is tie an engine sound to an apc model.. except one minor thing which im looking into but you might be able to save me some time. it's working grand - except its extremely quiet (volume is set to 10) its flagged to repeat and to not start silent