3eamus
01-21-2006, 02:13 PM
Ok so am at the point now with WidowsPeak where I'm implementing sounds. I have a few basic questions that I couldn't find the answer for on the Valve Dev site.
I understand that I have to have a soundscapes text file named exactly as my map, but this is what I'm not clear on yet:
1) In the following script, what is the significance of where it says "Generic OutIndoor"? Does this name reference anything or can you call it whatever you want? Because I also noticed in the official maps that they all start with the map name and then another name like: "Donner.AlliedSpawnAmbient"
-------------------------------
// This plays a single looping sound, with a generic reverb (room type 1)
"GenericIndoor"
{
"dsp" "1"
"playlooping"
{
"volume" "1"
"pitch" "100"
"wave" "ambient/areas/air_exchange/indoor2.wav"
}
}
------------------------------
2) Do you have to compile your map everytime you want to make a change in your soundscapes file?
3) Is the major difference between an ambient generic and a soundscape that the ambient generic will just always play in the bacground, but a soundscape is triggered?
4) And finally, regarding the paths in the soundscape files, I noticed that all the official maps say for example: "ambient/lightwindcreaks.wav"
but the sound files start in the "sound/ambient.../ folder. Do I need to specify the "sound" folder first, and not just "ambient" ?
Thanks a lot. I can't get my sounds to play so that's why I'm asking.
I understand that I have to have a soundscapes text file named exactly as my map, but this is what I'm not clear on yet:
1) In the following script, what is the significance of where it says "Generic OutIndoor"? Does this name reference anything or can you call it whatever you want? Because I also noticed in the official maps that they all start with the map name and then another name like: "Donner.AlliedSpawnAmbient"
-------------------------------
// This plays a single looping sound, with a generic reverb (room type 1)
"GenericIndoor"
{
"dsp" "1"
"playlooping"
{
"volume" "1"
"pitch" "100"
"wave" "ambient/areas/air_exchange/indoor2.wav"
}
}
------------------------------
2) Do you have to compile your map everytime you want to make a change in your soundscapes file?
3) Is the major difference between an ambient generic and a soundscape that the ambient generic will just always play in the bacground, but a soundscape is triggered?
4) And finally, regarding the paths in the soundscape files, I noticed that all the official maps say for example: "ambient/lightwindcreaks.wav"
but the sound files start in the "sound/ambient.../ folder. Do I need to specify the "sound" folder first, and not just "ambient" ?
Thanks a lot. I can't get my sounds to play so that's why I'm asking.