Destinations/Adding Sound/Soundscapes: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Created page with "= Overview = The simplest way to add ambient sounds to your Destinations addon is through Soundscapes. * If it doesn't already, ensure your addon has a '''soundscapes_manife...")
 
(Redirected to current page)
 
(9 intermediate revisions by 3 users not shown)
Line 1: Line 1:
= Overview =
#redirect [[SteamVR/Environments/Adding Sound/Soundscapes]]
The simplest way to add ambient sounds to your Destinations addon is through Soundscapes.
 
* If it doesn't already, ensure your addon has a '''soundscapes_manifest.txt''' and '''soundscapes_template.txt''' file in the scripts directory under game/steamtours_addons/youraddon.
* Rename soundscapes_template.txt to suit the addon, and then adjust the reference in soundscapes_manifest.txt on line 3 accordingly.
 
Documentation on how to create custom soundscape entries exists here -
[https://developer.valvesoftware.com/wiki/Soundscape]
''Note: Unlike some other Valve titles, Destinations does use reverb DSP.''
 
The map entity required is documented here -
[https://developer.valvesoftware.com/wiki/Env_soundscape]
 
Sound files go in the content/youraddon/sounds/ folder.
 
= Example =
Here is an example of a workflow for a simple soundscape, with a looping ambient bed and some randomized spot sounds around the listener.
 
* In your map, add an env_soundscape entity. Ensure the radius covers the info_player_start entity by moving it closer and/or adjusting the Radius property in Hammer.
 
* In the new env_soundscape entity, set the Soundscape property to the name you want for your soundscape, for example - soundscape_whitelodge
 
* Add your audio files to the sounds folder.  In this case we'll say there is one looping .wav file called "forest.wav" and three ‘spot sound’ .wav files called "owl_01.wav", "owl_02.wav" and "owl_03.wav". Ensure looping sound files have loop markers set up.
 
* Open your soundscapes script and add the following.
 
<pre>
"soundscape_whitelodge"
{
                "playlooping"
                {
                                "volume"        "0.5"
                                "pitch"        "100"
                                "wave"          "sounds/forest.vsnd"
                }
                "playrandom"
                {
                                "volume"        "0.35"
                                "pitch"        "100"   
                                "time"          "10, 15"
                                "soundlevel"    "SNDLVL_50dB"
                                "position"      "random"
                                "rndwave"
                                {
                                      "wave"      "sounds/owl_01.vsnd"
                                      "wave"      "sounds/owl_02.vsnd"
                                      "wave"      "sounds/owl_03.vsnd"                                                 
                                }
                }
}
</pre>
 
''Note: The .vsnd extension is for the compiled version of audio files in Source 2. When the sound first plays, it will get compiled into a .vsnd automatically. You don't need to change the audio file extension by hand, just use .vsnd in the soundscape script.''
 
* Build the map and you'd now be able to hear forest.wav looping, and at randomized start times with a 10 to 15 second gap, one of the owl files playing from a random position around the listener.
 
* Adjust the volume, pitch, time and soundlevel to suit. The VConsole command 'cl_soundscape_flush' will allow you to reload the soundscape to hear tweaks.
 
''Note: If the playlooping or playrandom entry does not include a position, soundlevel will not affect anything as there is no falloff of volume over distance.''

Latest revision as of 08:45, 23 June 2019