| 
				     | 
				
| (8 intermediate revisions by 3 users not shown) | 
| Line 1: | 
Line 1: | 
 | = Overview =
  |  | #redirect [[SteamVR/Environments/Adding Sound/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.''
  |  |