Source engine sound design problem

Ambient sounds, game effects and music creation.

Source engine sound design problem

Postby AnKOu on Sun May 05, 2013 12:38 pm

Hello guys !

Am posting here because of a sound problem am experiencing on the source engine. I am modding on L4d2 and I would like to Put some of my sounds In front of the AI's one.
I tryed using ambient_music but it didn't work well. I use soundmixers, level_sounds, reducing every sound in l4d2 etc... Nothing work.
Am running out of idea and I would like to know if any of you have the knowledge of how to reduce all these sounds or how to put mine in front of the others.
Here I give you a shot of one of my sound entry just so you know what I tryed so far:

Code: Select all
"sampleaction"
{
        "channel" "CHAN_WEAPON"
        "volume" "VOL_NORM"
        "soundlevel" "SNDLVL_150dB" 
        "pitch" "100"
        "SOUNDMIXER" "LOUD"
        "priority" "00"
        "rndwave"
        {
                "wave" "@#Dniepr/spl_sampleaction.mp3"
        }
        GameData
        {
                "MusicDuckTrackList"    "all"
                "MusicTrack"            "zombat"
                "MusicPriority"           "CRITICAL"
                "MusicMasterDivTags"    "8"
                "MusicMaster"           "PLAY_TO_END | DONT_DISENGAGE"
        }
}


Thanks a lot guys !
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AnKOu
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Re: Source engine sound design problem

Postby Corewarp on Sun May 05, 2013 4:35 pm

I can't really decipher what you want, but is this what you're looking for?

https://developer.valvesoftware.com/wiki/Ambient_generic
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