Some questions about sounds Created 16 years ago2008-05-07 12:36:00 UTC by R1Co R1Co

Created 16 years ago2008-05-07 12:36:00 UTC by R1Co R1Co

Posted 16 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 16 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 16 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 16 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.
Posted 16 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 16 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.
Posted 16 years ago2008-09-24 16:41:36 UTC Post #256044
Posted 16 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 16 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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