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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.
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.
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.
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.
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
I'll report on it asap
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
No sounds :(
https://imgur.com/h56PR83
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 ?