SOUNDSCAPE ISSUE

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SOUNDSCAPE ISSUE

Postby tacoo on Tue Jun 26, 2012 7:28 pm

Hello!
I have been working on a map for a while now. It is in its prestages, but I want to add soundscapes to get an idea of what it will feel like. This is the first time I have worked with soundscapes, so I try to learn as I create. I have now run into an issue: the sound will not play. I have tried everything I can think of (including checking tutorials and recreating my files from scratch), but it still will not work.

My soundscape text file (called "soundscapes_lakeside") looks like this:

Code: Select all
"lakeside.cliffside_west"

{
   "dsp" "1"
   
   "playlooping"
   
   {
      "volume"    "0.2"
      "pitch"      "100"
      "wave"      "ambient\wind\wind_med1.wav"

   }
   
   
   "playlooping"

   {
      "volume"    "0.5"
      "pitch"      "100"
      "wave"      "ambient\water\lake_water.wav"

   }

   "playrandom"
   {
      "volume"   "0.15,0.35"
      "pitch"      "120"
      "time"      "3.0, 4.0"

      "soundlevel"    "SNDLVL_60dB"
      "position"   "random"

      "rndwave"
      {
         "wave"   "ambient/levels/canals/shore1.wav"
         "wave"   "ambient/levels/canals/shore2.wav"
         "wave"   "ambient/levels/canals/shore3.wav"
         "wave"   "ambient/levels/canals/shore4.wav"
      }
   }
}


"lakeside.tunnels_general"

{


   "dsp" "1"
   
   "playlooping"
   
   {
      "volume"    "0.2"
      "pitch"      "100"
      "wave"      "ambient\wind\wind_tunnel1.wav"


   }

}


"lakeside.tunnel_large"

{


   "dsp" "1"
   
   "playlooping"
   
   {
      "volume"    "0.3"
      "pitch"      "100"
      "wave"      "ambient/atmosphere/hole_amb3.wav"


   }

   
   "playlooping"

   {
      "volume"   "0.2"
      "pitch"      "100"
      "wave"      "ambient\water\drip_loop1.wav"


   
   "playrandom"

   {
      "time"      "1,2"
      "volume"   "0.3"
      "pitch"      "105,115"

      "position"   "0"
      "soundlevel"   "SNDLVL_50dB"

      "rndwave"
   
      {

         "wave"      "ambient\water\distant_drip1.wav"
         "wave"      "ambient\water\distant_drip2.wav"
         "wave"      "ambient\water\distant_drip3.wav"
         "wave"      "ambient\water\distant_drip4.wav"   
      }
}


It's placed among the other soundscape files in my mod folder, and I have added the name to the soundscape manifest.
I can't seem to find any mistake with it, so I believe that the issue lies with my mapping (I have tried Valves soundscapes as well, they don't work either).

What I do is, I create an env_soundscape entity, and write the soundscape name in the soundscape box. The soundscape radius covers the player at start and is viewable from that position. I have two other soundscape entities in my map as well, drawing from the same text file. Only the last of the third use any info_target for positioning purposes.

I have another issue as well. It doesn't relate to the soundscape, but I'll put it here either way. I've made a very long corridor using a concrete texture. The corridor itself is outside the main skybox of the map. Still light seems to be leaking in from between the texture 'chunks', even from the middle of the solid.

Any help would be appreciated!
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Re: SOUNDSCAPE ISSUE

Postby MayheM on Tue Jun 26, 2012 10:17 pm

I find the best and easiest ways of working with soundscapes is to use triggers. env_soundscape_triggerable combined with brush based trigger_soundscape give the best results and you do not need to worry about the radius of the soundscapes. **edit: I had issues with getting soundscapes to work until I used this method.**

The easiest way to explain this is as follows...
1. place the env_soundscape_triggerables in your map. One for each differnt soundscape you wish to have. (cliffside_west, tunnels_general and tunnel_large" would be yours. Name them whatever you wish them to be, something simple and easy to remember. I normally place them 128 units apart and set the radius for each to 32. This avoids any issues with overlapping. Also I put them in the same location as I put my light setup. So everything is in one place.

2. Set the soundscape to be the corresponding one accourding to the name. so tunnel_large, would be "lakeside.tunnel_large".

3. Now you will set up the triggers. at the opening of the tunnel, make a brush that spans the entire way across just inside the tunnel. Make that an entity and set it to be a trigger_soundscape. Point it to the corresponding soundscape you wish it to activate. Then duplicate that trigger and put the copied one right outside the tunnel, the two can touch. For the one outside the tunnel, you want to point that to the name of the env_soundscape_triggerable with the correct name. In your case I believe it will be... cliffside_west.

4. save and compile...

Now when the player touches the soundscape trigger they will activate the correct soundscape. The only thing with this method is you need to put a trigger for each spawn so a soundscape triggers as soon as the player spawns.

I typed this really fast while I was at work and kept getting distracted, so if you need help, please let me know...
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