env_soundscape

Any aspects of level design for the Source engine.

env_soundscape

Postby Sacred on Sat Oct 15, 2011 4:43 pm

Hey guys,
I'm having a problem using env_soundscape. I'm connecting them with env_soundspace_proxy or info_target, but no matter which I choose and at which radius, the sound is always focused on one spot, not the whole area defined by the radius.
I'm using the sound Militia.Stream and the sound is "loud" at this special spot but only quiet at any other spot.
Furthermore, when I once heard this sound it doesn't get removed again when leaving the radius, it stays for the rest of the round.
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Re: env_soundscape

Postby Zecrah on Sat Oct 15, 2011 4:59 pm

Hm, what game is this for? You mentioned rounds, is it CSS?
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Re: env_soundscape

Postby Sacred on Sat Oct 15, 2011 5:02 pm

Yes, CSS
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Re: env_soundscape

Postby Sacred on Sun Oct 16, 2011 7:15 pm

No ideas? :(
Mabye a guide how I'd create it the best way?
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Re: env_soundscape

Postby Zecrah on Sun Oct 16, 2011 7:35 pm

Major Banter wrote:Zecrah, you've come from nowhere yet have rapidly become a Hammer God.

Wtf.


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Re: env_soundscape

Postby zombie@computer on Sun Oct 16, 2011 7:47 pm

"Soundscapes use a mixture of looped and randomly played sounds, all of which have the option to be emitted from one of eight assignable target locations;"

"Note that a soundscape will not stop playing just because a player exits its radius or it loses line of sight to him. "

"Only one soundscape can be active at any given time, and the individual sounds used within it cannot be controlled via inputs. When another soundscape is activated, the game will cross fade from one to the other. "

So all your problems are intended behaviour.
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Re: env_soundscape

Postby MayheM on Mon Oct 17, 2011 4:36 pm

I would suggest a far more simple approach. Use env_soundscape_triggerable and brush based trigger_soundscape to do what you are trying. This is a method I have used since I started making my own soundscapes and it works far better for me.

Here is an example of a two soundscape system, one outside and one inside. All you need to do is place two env_soundscape_triggerable in the map and set it to have a very small radius then name each accordingly (inside and outside). Be sure both one is linked to your soundscape file and set to play the correct soundscape. Also be sure to place it in an area in which you can not touch the radius. Once they are placed, go to the entry points between the outside and inside areas of you map (doorways) and put a brush covered with the trigger texture on either side of the entry. Select the brush on the outside and make it an trigger_soundscape, set it to trigger "outside", do the same for the brush inside the door but set that to "inside". The last thing you want to do is place a trigger_soundscape at each spawn to trigger the correct soundscape. So when your player spawns they activate the sounds.

Once that is done, you can run the map and it will work like a charm. Trust me, this is the easiest way to create soundscape systems in your map. You can even make a prefab of the trigger and just pop them in whenever you want. Hope this helps...
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