Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
"Glass.StepLeft"
{
"soundlevel" "SNDLVL_75dB"
"volume" "1.0"
"pitch" "PITCH_NORM"
"rndwave"
{
"wave" "physics/glass/glass_sheet_step1.wav"
"wave" "physics/glass/glass_sheet_step2.wav"
}
}
"Glass.StepRight"
{
"soundlevel" "SNDLVL_75dB"
"volume" "1.0"
"pitch" "PITCH_NORM"
"rndwave"
{
"wave" "physics/glass/glass_sheet_step3.wav"
"wave" "physics/glass/glass_sheet_step4.wav"
}
}
This is most likely an issue of the original sound file in Half-Life 2. Same sound files are also included in Black Mesa assets, and this addon simply makes the game use those unused footstep sound assets.
I tested the same map I used in the video in Half-Life 2. It does use grass sounds for snow materials. Garry's Mod does have unique snow sounds (idk if it comes from different source games)