Sound Effects in an Enviornment Created 18 years ago2006-10-27 21:38:07 UTC by RotatorSplint RotatorSplint

Created 18 years ago2006-10-27 21:38:07 UTC by RotatorSplint RotatorSplint

Posted 18 years ago2006-10-27 21:38:07 UTC Post #201119
Throughout Half-Life 2, sounds made from your gun, enemy communication, and pretty much all sounds were affected by the enviornment. For instance, if you shot a gun in an enclosed concrete hallway, a muted echo of the bulled could be heard - If you did the same in a large field, either an echo after a period of time, or no echo at all coulde be heard. My question, you ask? How is this done and/or controlled? I figured this was auto-calculated by the engine based on the brushes surounding the area, but no matter what design of map I make, the guns/enemies all sound alike.

Thanks :D
Posted 18 years ago2006-10-27 21:43:30 UTC Post #201120
env_sound

I think. At least for HL1.
Posted 18 years ago2006-10-28 06:59:38 UTC Post #201142
It's through the use of soundscapes...Google it or Wiki it.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-10-28 12:55:26 UTC Post #201153
Will do.

Thanks :D
Posted 18 years ago2006-12-20 23:40:09 UTC Post #207090
Meh what do you google?...I'm having trouble with this too :nervous:.
Posted 18 years ago2006-12-21 00:00:37 UTC Post #207091
Posted 18 years ago2006-12-21 20:15:37 UTC Post #207131
:glad: I've recently figured out how to do this, make a soundscapes.txt file in for example-steamapps/(steam account name)/half-life 2/scripts folder. If there is not a scripts folder, make one. In the soundscapes.txt file write a code such as-

"echo"
{
"dsp"	"28"
}

The dsp is a sort of sound effect command, and the number selects what sound effect you want,like dsp 20 is loud echo and dsp 23 is very long echo. Now make a map and a simple hollow block, info_player_start, and an env_soundscape entity. Type in the soundscape as echo. Now compile and run the map. Shoot a weapon andthere should be an echo sound of some sort. Happy modding :D.
Note-the dsp number 29 may vary with other source games, so far it works for half life: source. Just try out other numbers (such as 1-50) and see if there is any effects. If I find a HL2 dsp effect I'll post it.
You must be logged in to post a response.