Fr/Soundscape: Difference between revisions
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= Entitée point env_soundscape = | |||
= Entitée env_soundscape = | |||
Le moteur Source ne peut jouer qu'un seul soundscape à la fois, passez à un autre Soudscape se fera de facon progressif. Il y à une exeption qui sera expliqué plus loins. | Le moteur Source ne peut jouer qu'un seul soundscape à la fois, passez à un autre Soudscape se fera de facon progressif. Il y à une exeption qui sera expliqué plus loins. | ||
L'entité [[env_soundscape:fr|env_soundscape]] à un rayon d'action, qui correspond non à la distance d'audition des sons, mais à une zone d'activation du Soundscape, une fois activer il le restera jusqu'a que le joueur entre dans un autre rayon d'action d'un autre env_soundscape. | L'entité [[env_soundscape:fr|env_soundscape]] à un rayon d'action, qui correspond non à la distance d'audition des sons, mais à une zone d'activation du Soundscape, une fois activer il le restera jusqu'a que le joueur entre dans un autre rayon d'action d'un autre env_soundscape. | ||
Le nom que vous lui donnez sera lier directement au Soundscape dans votre fichier "soundscape.txt". | |||
The entity also has eight entity references slots available for use. These correspond to the position values declared in the soundscape. These may point to any valid entity, and will use that entity's ''position'' as a reference point for sound spatialization. | The entity also has eight entity references slots available for use. These correspond to the position values declared in the soundscape. These may point to any valid entity, and will use that entity's ''position'' as a reference point for sound spatialization. | ||
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* <code>/scripts/soundscapes.txt</code> from create a mod, source sdk | * <code>/scripts/soundscapes.txt</code> from create a mod, source sdk | ||
* [[ | * {{hl2}} [[List of HL2 Soundscapes]] | ||
*[[ | * {{css}} [[List of CS:S Soundscapes]] | ||
*[[ | * {{dods}} [[List of DoD:S Soundscapes]] | ||
*[[ | * [[Image:Tf2-16px.png]] [[List of TF2 Soundscapes]] | ||
* [[Image:Portal logo.jpg|15px]] [[List of Portal soundscapes|List of Portal Soundscapes]] | |||
[[Category:French]] |
Revision as of 10:59, 6 November 2008
Un Soundscape est un ou plusieurs son destiné à être joué sous Source. Le DSP peut être appliquer a ces sons et ainsi permettre un rendu réaliste du son, avec des écho, de la reverberations, des occlusions, ce que ne permet pas l'entité Ambient_generic. Ces Soundscapes peuvent être contrôlé sur de nombreux paramétre telle le volume (loop, volume, DSP,...) ce qui permet de rendre un environement complexe.
Un Soundscape est composé :
- D'un fichier .txt comprenant tous vos soundscape avec leur differents paramètres.
- De l'entité env_soundscape dans hammer pour relier vos son au fichier .txt. il se situe dans le dossier \Script.
- Et de vos son Wav ou Mp3 dans le dossier \Sound.
Entitée point env_soundscape
Le moteur Source ne peut jouer qu'un seul soundscape à la fois, passez à un autre Soudscape se fera de facon progressif. Il y à une exeption qui sera expliqué plus loins. L'entité env_soundscape à un rayon d'action, qui correspond non à la distance d'audition des sons, mais à une zone d'activation du Soundscape, une fois activer il le restera jusqu'a que le joueur entre dans un autre rayon d'action d'un autre env_soundscape. Le nom que vous lui donnez sera lier directement au Soundscape dans votre fichier "soundscape.txt".
The entity also has eight entity references slots available for use. These correspond to the position values declared in the soundscape. These may point to any valid entity, and will use that entity's position as a reference point for sound spatialization.
Creating and Editing soundscapes.txt Entries
Soundscapes.txt
is a simple key/value pair file with the same format as .VMT or .VMF:
"example" { "key1" "value1" "key2" "value2" "subexample" { "key3" "value3" } "key4" "value4" } // Comment text, not parsed "example2" // This is a comment as well { }
Each root-level section (a section that is not within another section) is considered to be a definition of a soundscape. The name given to this soundscape is referenced by the env_soundscape
entity.
Adding custom soundscapes
Adding soundscapes to a mod
The soundscapes which are loaded are defined in <game directory>\scripts\soundscapes_manifest.txt
. Add the name of your custom soundscape(s).
Place your soundscape(s) in <game directory>\scripts\my_custom_soundscape.txt
.
Adding a soundscape to a map
If you are third-party mapping for a game or modification and therefore can not change the original soundscapes_manifest.txt
, you can give your soundscape the same name as your map and it will be loaded with this map.
For example, with a Counter-Strike: Source map called my_custom_map.bsp:
<game directory>\scripts\soundscapes_my_custom_map.txt
Commands
dsp
Sets the DSP effect to a particular room number. In general this should be set to 1, which is the “automatic” DSP. With this DSP the sound engine will attempt to discover the proper parameters based on the surrounding geometry. Setting the DSP to 0 will result in effectively turning DSP effects off. Using other pre-sets are only recommended for special cases. These pre-sets are declared in the ../hl2/scripts/dsp_preset.txt
file.
Example
// This soundscape disables DSP and plays no sounds "Nothing" { "dsp" "0" }
playlooping
Plays a looping sound until a new soundscape is triggered.
wave
- The name of the wave file.
volume
- Sets the wave's volume (0-1).
pitch
- Sets the pitch for the wave (100 is normal).
attenuation
- Sets the attenuation of the wave (only used if a "position" command follows).
Note:These can be random intervals - the random value will be chosen once each time the soundscape is triggered.
position
- References a position by index (0-7) that the level designer has pointed to in the
env_soundscape
entity.
Example
// 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" } }

playrandom
Plays random sound events until a new soundscape is triggered.
time
- Time interval of the random event.
volume
- Random volume interval (0-1).
pitch
- Random pitch interval (50-250).
attenuation
- Random attenuation of sound.
rndwave
- A list of random wave files to choose from.
position
- Position to use, if spatialized (0-7), or "random" for a random position.
Example
"GenericOutdoor" { "dsp" "1" "playrandom" { // Play every 0.1 to 1.5 seconds "time" "0.1, 1.5" // At a volume of 0.5 to 1 "volume" "0.5,1" // At a pitch of 50% to 120% "pitch" "50,120" // With an attenuation of 0.7 "attenuation" "0.7" // At entity specified at position 1 "position" "1" // Play one of these .wav files randomly each time "rndwave" { "wave" "temp/soundscape_test/music_snippet1.wav" "wave" "temp/soundscape_test/music_snippet2.wav" "wave" "temp/soundscape_test/music_snippet3.wav" } } }
playsoundscape
Plays another soundscape and all of its sub-commands.

name
- Sub-soundscape to play.
volume
- All volumes in the sub-soundscape are scaled by this value (0-1).
position
- An offset added to each position index of the sub-soundscape (0-7).
positionoverride
- Forces all sub-soundscape positional sounds to occur at a single position originating from the entity at this index (0-7).
ambientpositionoverride
- Forces all sub-soundscape ambient sounds to be spatialized at a particular position originating from the entity at this index. Useful to make ambient sounds come “from a direction" (0-7).
Example
"SubSoundscape" { "dsp" "1" "playsoundscape" { // Sub-soundscape to play "name" "GenericIndoor" // All sub-soundscape volumes reduced by 50% "volume" "0.5" // All sub-soundscape position sounds will come from this point "positionoverride" "0" // All sub-soundscape ambient sounds will come from this point "ambientpositionoverride" "1" } }
soundmixer
Sound mixers are used to provide custom volume control over various sound categories, called mix groups. Sound mixers are referenced in Soundscapes via "SOUNDMIXER" "name".
Example
"automatic" { "dsp" "1" "dsp_volume" "1.0" "SOUNDMIXER" "Default_Mix" }
Always use Default_Mix as a template.
"Default_Mix" { // group name mix value // ---------- --------- "Explosions" "0.90" "Player_Weapons_Loud" "1.0" "Player_Suit" "0.56" "Weapons" "0.79" "AHELI_WEAPON" "0.85" "GUNSHIP_WEAPON" "0.85" "STRIDER_WEAPON" "0.85" "bullethit" "0.67" "Music" "0.81" "All" "0.72" }
References
/scripts/soundmixers.txt
from create a mod, source sdk/scripts/soundscapes.txt
from create a mod, source sdk