Soundscape Transition

Any aspects of level design for the Source engine.

Soundscape Transition

Postby Videowarrior on Fri Mar 07, 2014 8:23 pm

I haven't posted here in forever, and it seems like the only place where I can get my question answered so I'm back.

I'm curious about the transition speed from one soundscape to another and if it can be altered. I've
tried both the "Soundlevel" and "Attenuation" to try to get faster transition times along with using
trigger_soundscape and env_soundscape_triggerable without success.

Image

My idea is to use this in a "Night club" type of environment. The red hallway is playing indoor ambience
while the green room is playing club music, but the issue is when the door is opened and the player
walks through the player has to briefly listen to a horrible orgy between the two soundscapes.

Is there any way to speed up the transition time? I'm sure there's some super easy way to fix this
but I'm totally lost. Thanks! :D
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Re: Soundscape Transition

Postby srredfire on Sat Mar 08, 2014 1:29 pm

I actually tried to do this exact thing at one point. I had one sound file for a muffled version of the song, and one for the normal version. I remember trying to make it transition just using regular old ambient_generics having a drop off point where they'd fade out and the other one fading in but it never got the effect right.

Admittedly I never messed with soundscapes for it.

I'm interested in this answer as well if anyone can figure it out, for old time's sake!
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Re: Soundscape Transition

Postby SM Sith Lord on Sat Mar 08, 2014 1:41 pm

If you're just trying to make the music outside of the club be the same thing, but muffled, it seems like there would be an audio effect filter to do this. Similar to how everything sounds different when you're under water.

What is the situation in the original post? Is there music playing in the hallway, AND music playing in the club?
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