Creating custom soundscapes: Difference between revisions

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[[Category:Source_SDK_FAQ]]
[[Category:Source_SDK_FAQ]]
Unless you're creating your own MOD, you can't create custom soundscapes for an individual level. The list of soundscape are determined by the file <code><game directory>\scripts\soundscapes.txt</code>, of which there is only one per game. See Soundscapes for more information.
Unless you're creating your own MOD, you can't create custom soundscapes for an individual level. The list of soundscape are determined by the file <code><game directory>\scripts\soundscapes.txt</code>, of which there is only one per game. See Soundscapes for more information.
*update
Soundscapes are no longer hard coded in the soundscapes_manifest.txt.
Whith proper naming of your soundscape script the game will load it when the map loads.
The soundscape name and location should be as following:
<code><game directory>\scripts\soundscapes_yourmapname.txt</code>
Example for a Counter Strike source map called de_kilo2.bsp
<code><game directory>\scripts\soundscapes_de_kilo2.txt</code>

Revision as of 11:45, 12 July 2005

Unless you're creating your own MOD, you can't create custom soundscapes for an individual level. The list of soundscape are determined by the file <game directory>\scripts\soundscapes.txt, of which there is only one per game. See Soundscapes for more information.

  • update

Soundscapes are no longer hard coded in the soundscapes_manifest.txt. Whith proper naming of your soundscape script the game will load it when the map loads. The soundscape name and location should be as following: <game directory>\scripts\soundscapes_yourmapname.txt Example for a Counter Strike source map called de_kilo2.bsp <game directory>\scripts\soundscapes_de_kilo2.txt