|
|
(5 intermediate revisions by 3 users not shown) |
Line 1: |
Line 1: |
| === A guide to adding new Soundscapes to your Destination ===
| | #redirect [[SteamVR/Environments/Adding Sound/Soundscapes]] |
| | |
| <br />
| |
| | |
| * 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.
| |
| | |
| <br />
| |
| | |
| ===== 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.''
| |