Custom soundscapes in source Created 14 years ago2010-01-25 15:54:55 UTC by Notewell Notewell

Created 14 years ago2010-01-25 15:54:55 UTC by Notewell Notewell

Posted 14 years ago2010-01-25 15:54:55 UTC Post #278392
So, I've made custom soundscapes for my map.
The map is called dam_2, and the soundscape file (in half-life 2\hl2\scripts) is called soundscapes_dam_2. This is what's inside:
[quote]
"dam.inside"
{
"dsp"	"1"
"playlooping"
{
	"volume"	"1"
	"wave"		"ambient/atmosphere/elev_shaft1.wav"
	"pitch"		"100"
}
"playlooping"
{
	"volume"	".5"
	"wave"		"ambient/water/water_run1.wav"
	"pitch"		"95"
}
}

"dam.topside"
{
"dsp"	"1"
"playlooping"
{
	"volume"	"1"
	"wave"		"ambient/levels/canals/dam_water_loop2.wav"
	"pitch"		"100"
}
"playlooping"
{
	"volume"	".5"
	"wave"		"ambient/wind/wasteland_wind.wav"
	"pitch"		"100"
}
"playrandom"
{
	"time"		"1,30"
	"volume"	"0.05,0.15"
	"pitch"		"100"
	"rndwave"
	{
		"wave"	"ambient/levels/canals/swamp_bird1.wav"
		"wave"	"ambient/levels/coast/coastbird4.wav.wav"
		"wave"	"ambient/levels/coast/coastbird6.wav.wav"
		"wave"	"ambient/levels/coast/coastbird7.wav.wav"
		"wave"	"ambient/levels/canals/swamp_bird4.wav"
		"wave"	"ambient/levels/canals/swamp_bird3.wav"
		"wave"	"ambient/alarms/train_horn_distant1.wav"
		"wave"	"ambient/machines/truck_pass_distant3.wav"
		"wave"	"ambient/machines/heli_pass_distant1.wav"
	}
}
[/quote]
Yet, when I test my map, neither play when you enter the radius of their soundscape(s), and the dev console gives no errors, even on developer 2.

I've gotten soundscapes to work fine before, so why is this new one not working?
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-25 18:07:13 UTC Post #278396
You didn't close off all your brackets.
Edit:
User posted image
Posted 14 years ago2010-01-25 18:25:07 UTC Post #278397
Thanks, but I can't seem to find where it's supposed to close. I tried a few different places, but it still won't play.

It's odd that that wouldn't be closed, because I used a valve soundscript as a base...
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-25 18:30:18 UTC Post #278398
Think about it. The first bracket indicates the whole soundscape, so it has to encompass the whole soundscape.
You should close it at the very end of the soundscape.
If you aren't indenting your brackets, then you should start. It makes it so much easier to see where things should be closed off.
Posted 14 years ago2010-01-25 19:00:34 UTC Post #278402
I'm pretty sure I tried that, but I'll do it again.
Also, as I said in my above post, I used the Valve ones as a base.
EDIT:
[quote]"dam.inside"
{
"dsp"	"1"
"playlooping"
{
	"volume"	"1"
	"wave"		"ambient/atmosphere/elev_shaft1.wav"
	"pitch"		"100"
}
"playlooping"
{
	"volume"	".5"
	"wave"		"ambient/water/water_run1.wav"
	"pitch"		"95"
}
}

"dam.topside"
{
"dsp"	"1"
"playlooping"
{
	"volume"	"1"
	"wave"		"ambient/levels/canals/dam_water_loop2.wav"
	"pitch"		"100"
}
"playlooping"
{
	"volume"	".5"
	"wave"		"ambient/wind/wasteland_wind.wav"
	"pitch"		"100"
}
"playrandom"
{
	"time"		"1,30"
	"volume"	"0.05,0.15"
	"pitch"		"100"
	"rndwave"
	{
		"wave"	"ambient/levels/canals/swamp_bird1.wav"
		"wave"	"ambient/levels/coast/coastbird4.wav.wav"
		"wave"	"ambient/levels/coast/coastbird6.wav.wav"
		"wave"	"ambient/levels/coast/coastbird7.wav.wav"
		"wave"	"ambient/levels/canals/swamp_bird4.wav"
		"wave"	"ambient/levels/canals/swamp_bird3.wav"
		"wave"	"ambient/alarms/train_horn_distant1.wav"
		"wave"	"ambient/machines/truck_pass_distant3.wav"
		"wave"	"ambient/machines/heli_pass_distant1.wav"
	}
}
}[/quote]
Is this what you mean?
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-25 19:29:43 UTC Post #278405
Yes, see how you missed the last one.
Posted 14 years ago2010-01-25 19:50:23 UTC Post #278407
It still doesn't work, though.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-25 22:23:25 UTC Post #278409
The script is all correct as far as I can see. Something must be wrong in Hammer.
Use "soundscape_debug 1" in the console to be absolutely sure what soundscape the game is trying to play.
Posted 14 years ago2010-01-25 22:46:41 UTC Post #278412
The console for HL2 doesn't even reconize soundscape_debug 1!
I even tried pasting it in, no avail. I'll see if there's anything mismatched in Hammer.
EDIT:
playsoundscape dam.topside
Can't find soundscape dam.topside
I copied the soundscape right from the file, so what's wrong?
the map is dam_2, and the soundscape text is called soundscapes_dam_2.
I can't figure it out.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-26 01:11:15 UTC Post #278416
That must only be for Orange Box games, then. Sorry.
There's something very obvious that'd being overlooked here :x
Are you sure you can use periods in soundscape names?
Posted 14 years ago2010-01-26 02:06:06 UTC Post #278419
Shouldn't be any problems using a period in a soundscape title. Which soundscape entity are you using?

You can also try adding it to the soundscapes_manifest.txt rather than an individual map manifest, but it will obviously need to be set up in a mod format.
Strider StriderTuned to a dead channel.
Posted 14 years ago2010-01-26 02:31:07 UTC Post #278420
I couldn't get mine to work either for a while but then I remembered. Does your env_soundscape have info_targets assigned to it?
Posted 14 years ago2010-01-26 02:44:19 UTC Post #278421
I've never had to target soundscapes, myself. Simply walking into the radius of one triggered it.
Posted 14 years ago2010-01-26 14:11:19 UTC Post #278428
EDIT2: Yeah, so it looks like I can't use custom soundscapes for single maps in HL2, so I have to get a mod working or upgrade to a newer version of the engine- Something I should do but can't on my connection, as it has a 512MB cap. :(
Does your env_soundscape have info_targets assigned to it?
No, but as far as I can tell from the soundscape file I modified, it's not positional.
You can also try adding it to the soundscapes_manifest.txt rather than an individual map manifest, but it will obviously need to be set up in a mod format.
Okay.
EDIT:
User posted image
What is this?
I thought the create a mod wizard was supposed to lay out all the groundwork, but when I try to run it from hammer (with the SDK set to the mod, no less) I get this. I can't get it to show up as a chapter, or even in the mod through the console, and the BSP is in the sourcemods/[modname]/maps directory. It's name is in the maplist file.
:pwned:
All I can do in the mod is use the bloody lostcoast video stress test.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-26 20:38:52 UTC Post #278439
What about using ambient generics with a logic_case? I finally started getting the hang of some of the logic entities and it might be possible to do it that way.
Posted 14 years ago2010-01-26 20:49:52 UTC Post #278440
The reason I'm not using ambient_generics on top of stock soundscapes is because the sounds aren't localized enough, and their volume is too localized. :(
I need loud machinery for the entire time you're inside, and the water sound from the HL2 dam with distant noises when you're outside.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-01-26 21:42:37 UTC Post #278441
Well the "play everywhere" flag acts like a soundscape sound in Source, so it could be used as a substitite with a lot of sounds and lots of triggers.

I mean it's still a real pain and I'd hate for anyone to have to resort to it, but at least it's a possible fallback.
Posted 14 years ago2010-01-28 19:38:29 UTC Post #278442
Does anyone know if Episode 2 can use custom soundscapes without the use of the manifest, ie. the way described in the original post?
/EDIT
I guess.
Does anyone know if custom soundscapes using that method work in the OB engine? Since this is for rooms:s, if Ep2 can use it, then I'm covered.
Notewell NotewellGIASFELFEBREHBER
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