Ambient_generic transition

Ambient_generic transition

Re: Ambient_generic transition Posted by satchmo on Fri Jan 7th 2005 at 8:13pm
satchmo
2077 posts
Posted 2005-01-07 8:13pm
satchmo
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2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician 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
13860 posts
Posted 2005-01-07 8:18pm
Orpheus
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13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking 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
Nickelplate
2770 posts
Posted 2005-01-07 8:25pm
2770 posts 346 snarkmarks Registered: Nov 23rd 2004 Occupation: Prince of Pleasure Location: US
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
3382 posts
Posted 2005-01-07 8:31pm
Leperous
Creator of SnarkPit!
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3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
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 satchmo on Sun Jan 9th 2005 at 5:57am
satchmo
2077 posts
Posted 2005-01-09 5:57am
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
soundscapes.txt in the Source content GCF ...
Thank you, Lep. But for the life of me, I can't seem to find this
soundscapes.txt. I tried looking through all the subdirectories
under Valve, but it doesn't want to be found.

Do I have to extract it from a GCF file first? Is that what I'm missing?
Re: Ambient_generic transition Posted by Leperous on Sun Jan 9th 2005 at 12:15pm
Leperous
3382 posts
Posted 2005-01-09 12:15pm
Leperous
Creator of SnarkPit!
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3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
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
Dark|Killer
758 posts
Posted 2005-01-20 2:00pm
758 posts 225 snarkmarks Registered: Dec 22nd 2004 Occupation: Student Location: Dubai (Middle East)
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
Atrocity
221 posts
Posted 2005-01-20 2:08pm
Atrocity
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221 posts 152 snarkmarks Registered: 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
Dead-Inside
8 posts
Posted 2005-03-05 10:09pm
8 posts 1 snarkmarks 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).