Some questions about sounds Created 15 years ago2008-05-07 12:36:00 UTC by R1Co R1Co

Created 15 years ago2008-05-07 12:36:00 UTC by R1Co R1Co

Posted 15 years ago2008-05-07 12:36:00 UTC Post #249664
Hello!

It's me! :P

I just have some basic questions about sounds in Source. No need to explain in detail, I will figure out later.

1. I know you can use sounds in a map, with env_soundscape. Can I add any custom sounds (any mp3) or do I have to create those text files for the sound first. Do I even have to create a mod for it or can a simple map access custom sounds?

2. Sound effects, like the sound of the weapons in the game: Can they be changed easily or can it only be done by making a mod?

Thanx for tips!
Posted 15 years ago2008-07-06 11:30:58 UTC Post #252154
Better late then never to reply is what I thought.

1. If you want to use env_soundscape with a custom sound, you'll have to make yourself a soundscape-file. If you have done that you can use it on your map by naming it soundscapes_MAPNAME.txt and placing it in your hl/scripts-folder. You could also use a ambient_generic which is in my opinion easier to handle. You don't have to make a mini-mod for this.

2. You can change soundeffects by placing sound-files which have the same name and location as the normal sounds in your sounds-folder. Best way to know what name and location a sound has is by seeking it in the GCF-file of your map by using GCFScape which you can find at nem's tools on the mighty internet.
Posted 15 years ago2008-09-21 15:39:01 UTC Post #255893
Thanx for answering!

I haven't been working on the sound issue for a while, but actually I'm still having problems with it: I tried using ambient_generic to play a constant background sound, but so far I failed. The sound stops after first play through.

What I want:
A Background sound that
  • is loaded from an external file
  • can be heard everywhere on the map
  • starts automatically
  • doesn't stop = loops
How would I do that?
Posted 15 years ago2008-09-22 09:31:23 UTC Post #255927
Try adding a cue point at the start of the file (00:00:00 mark). This will restart the file when its finished playing.

This should work with wav and mp3 files. Go for mp3.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-09-24 15:39:05 UTC Post #256037
Hey MuzzleFlash, thanx for your answer and sorry for the late response. I am currently writing my final thesis so I don't really find time to work on this (although it's kinda part of the thesis).

I looked for something like cue point in Hammer but couldn't find anything, so I guess you mean I should add that directly to the file - like in Audacity?

How do I use new sound files anyway? I mean where do I put them so they get found and can be selected with e.g. ambient_generic?
Posted 15 years ago2008-09-24 15:44:49 UTC Post #256039
To add cue points, you need to use an audio editor, like Audacity. Never used it myself.

Put you new sound file in sound/foldername/file.wav/mp3. Then in Hammer, the WAV path would be: foldername/file.wav/mp3.
The Mad Carrot The Mad CarrotMad Carrot
Posted 15 years ago2008-09-24 16:41:36 UTC Post #256044
Posted 15 years ago2008-09-24 17:41:53 UTC Post #256046
Hey guys! Thanx for the infos!

I think Audacity is not capable of setting those cue points (I also read something similar on the web) but that's not so important at the moment. I'm lucky that I can finally load external files (and without big problems)! Was quite fun to play my map with descent sound. :)

Still I wonder why there is a "Is NOT looped" flag, if the whole looping doesn't work on its own. :/
Posted 15 years ago2008-09-24 17:41:56 UTC Post #256047
From what I hear, the one at the end is unneeded and makes the game slightly unstable. I think someone told me that once.
Penguinboy PenguinboyHaha, I died again!
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