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soontekk 1 5 Mar, 2019 @ 11:36am
Need help with soundscapes
Hi folks,

My map has gone public and it has been a blast.
I had no idea it could be this fun. Had up to 9 people in there playing with stuff, building their own cabins or transforming mine into a disco!

I want to augment the atmosphere using audio but i am getting nowhere.
I have tried a plethora of entities, systems and other things but i fail miserably.

The one thing that did work was creating an env_soundscape that plays a loop covering the whole map which was essential for me prior to its release.
The sound looping birds is however too loud, none of my tries to lower the volume seem to have any effect.

Next to the environment bird loop i want to have sounds here and there in the map that are subtle and looping (for instance cave sounds in the cellar, creaking metal near the boat).
For this i created a new env_soundscape with its own script and the sound bound to position 0 (the boat).
However no sound is coming from that.
Again i tried different volumes, scripts, everything i could think of but failed.
This is very frustrating as i would imagine playing a sound using some parameters isn't that big of a deal in other engines.

Please help if you can. I can provide screenshots or more info on my setup just say the word.
Cheers
Last edited by soontekk; 7 Mar, 2019 @ 5:31pm
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Showing 1-15 of 32 comments
Praxeos1 4 5 Mar, 2019 @ 12:00pm 
Did you add the new sound to the sound events file? Not all sounds need to be in the soundscape script, but I believe they do all need to be in sound events.
soontekk 1 5 Mar, 2019 @ 12:10pm 
Only my door sounds are in the soundevebts script. The ambient bird sound loop is not in there and plays as a loop though.
What i did notice though is that in the game folders the bird sound 'is' compiled next to the compiled sound event, yet no other sounds :o
I'll try adding them both to the soundevents script to be sure.
Last edited by soontekk; 5 Mar, 2019 @ 12:18pm
Rectus 13 5 Mar, 2019 @ 12:15pm 
I don't think soundscape sounds need to have a soundscript set up. What kind volume values have you tried? The maximum working value is 1.0 so anything more won't affect it.
soontekk 1 5 Mar, 2019 @ 12:20pm 
I have tried everything between 0.1 and 1 either with or without " brackets.
I also tried things like 0.5 or .3 and "0.5" and so on.

Just added both looping sounds to my soundevents but still no metal loop near the boat.

Here is how i set it up
env_soundscape 1 - soundscape_cabin001.txt
- plays looping birds all over the map but a bit too loud

env_soundscape 1 - soundscape_boat001.txt
- has the script to play a metalic creaking sound near a boat
- linked to position 0 which is the boat (green line visible)
- area set to 250 in the env_soundscape

All sounds and scripts seem compiled in the game folder fine
I tried this with a point snd and the sound played fine but no looping, so i know the sound is ok.

Last edited by soontekk; 5 Mar, 2019 @ 12:33pm
Praxeos1 4 5 Mar, 2019 @ 1:43pm 
Do you have multiple text files for your soundscape? I still clumsily fumble through this stuff. So, If Rectus says something different, I'd trust his word. Nonetheless, here is how I have set my soundscapes up and how I understand them to function:

All of the sounds are referenced in a single soundscape text document. Each soundscape will be activated once the respective env_soundscape entity is within the player's field of vision. It does not need to remain in the player's field of vision, however. The sounds continue to play after they have first been activated. They will change volume in relation to the player's proximity to the individual sound locations (regardless of the env_soundscape location). If you need more than one env_soundscape, that should still go into the same text file. I have not used more than one, so I'm only speaking from what I have read. A previous soundscape stops when another soundscape enters the field of vision. I'm not sure how it would be handled if multiple soundscapes are located in an open area. You could probably just use one for your map, but you might try one for outside, one for the upstairs, and one for downstairs.

Up to this point, I have referenced my soundscape audio files in my sound events script, but if you have sounds working without that, it confirms the rectitude of Rectus's above statement.
soontekk 1 5 Mar, 2019 @ 5:57pm 
Thank you for your input guys.

I lack very basic knowledge to be able to think logical.
What you just described makes a lot of sense and next to your script (sent earlier) i will try to revert to just one soundscape script and entity and steer them all from there.
I just finished a major update on my cabin map.
Once that's updated (building lighting takes a while) i'll dig into the sound business.
Cheers for all the help.
Praxeos1 4 5 Mar, 2019 @ 7:37pm 
See if this helps:

env_soundscape settings:

Note that the radius refers to the effective range of the entire soundscape, not the range of the individual sounds. Ranges for sounds are set by the sound levels in the soundscape script. The three positions have the names of the three info_target entities. The entities don't need to be referenced in the script, only the positions (in this case 0, 1, and 2).

https://imgur.com/4jBYx40


This is the script that I used for the waterfall sounds.

https://imgur.com/8AVPxcv


My soundscape above was very simple, with three looping sounds. If you want random sounds, the tutorial linked below has an example of that. I'm not sure if the soundlevel makes a difference with random sounds and you cannot use looping sounds with the random setting.

https://developer.valvesoftware.com/wiki/Destinations/Adding_Sound/Soundscapes
Praxeos1 4 5 Mar, 2019 @ 10:25pm 
I just tested and confirmed that soundlevel does impact sounds with random positions.
soontekk 1 6 Mar, 2019 @ 8:26am 
Thanks for confirming. I will be happy if i can get this to work properly.
I'll report on it asap
soontekk 1 6 Mar, 2019 @ 1:52pm 
I've been at it for a while now. Created only one soundscape linking to the soundscape script.
Sound positions assigned to the right objects, soundlevels, positions. The main bird sound to the terrain map. I now have nomore sounds (except the doors)...
Argh.. the pain..
I noticed the lines starting from my soundscape however are nolonger green :o
https://imgur.com/eMxoBXT
Any ideas may help a lot.
Cheers
soontekk 1 6 Mar, 2019 @ 2:07pm 
Lines are now green (naming conventions, locations etc..) i'm getting ready to party... !
No sounds :(
soontekk 1 6 Mar, 2019 @ 2:11pm 
holy moley, 100db is too loud woke up the neighbors :D some result at least
soontekk 1 6 Mar, 2019 @ 2:23pm 
something must be wrong with the positions, the names or something i'm not seeing.
https://imgur.com/h56PR83
Rectus 13 6 Mar, 2019 @ 2:28pm 
What types of entities are you using for the positions?
soontekk 1 6 Mar, 2019 @ 2:30pm 
static objects like the boat, the cabin cellar and so forth
i just removed the psoition value from the first sound (birds) and it plays fine :o
i think i missed the info target thingy Praxeos mentioned earlier :)
i'm not sure how to use those though. do i place them near where i want the sound and link to them ?
Last edited by soontekk; 6 Mar, 2019 @ 2:36pm
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