Talk:Soundscape: Difference between revisions
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:I know it's old, but they are now. --[[User:Sortie|Sortie]] 22:40, 9 April 2009 (UTC) | :I know it's old, but they are now. --[[User:Sortie|Sortie]] 22:40, 9 April 2009 (UTC) | ||
::Heh - thanks! I originally asked this in relation to whether you could create custom soundscapes for standalone maps in HL2 single player in the same way that you can crate custom soundscapes for standalone maps for CS:S. The answer then (and now, as far as I'm aware) is no - you must set it up as a mod in order for this to work, which is a better solution overall in any case.--[[User:Fitzroy doll|Fitzroy doll]] 10:13, 10 April 2009 (UTC) | ::Heh - thanks! I originally asked this in relation to whether you could create custom soundscapes for standalone maps in HL2 single player in the same way that you can crate custom soundscapes for standalone maps for CS:S. The answer then (and now, as far as I'm aware) is no - you must set it up as a mod in order for this to work, which is a better solution overall in any case.--[[User:Fitzroy doll|Fitzroy doll]] 10:13, 10 April 2009 (UTC) | ||
I included a link to [[List of Soundscapes]] because it just seems dumb to constantly update lists on every specialized page just because somebody wanted a separate page for each list. Transclusion seems like a '''''bad''''' idea, but a redirect page seems a little silly, too. What's appropriate? Just keep it insane way, remove the link?--[[User:TheLazyPanda|TheLazyPanda]] 04:29, 19 January 2010 (UTC) | |||
==Trigger_Soundscape== | ==Trigger_Soundscape== | ||
Soundscapes activated by [[trigger_soundscape]] '''''do''''' persist while the player is outside of the volume. It acts just like a trigger_multiple whose onStartTouch output is set to give a PlaySoundscape command (in which case it acts just like any other soundscape entity). There is no 'stopsoundscape' event occurring here. If there ever was, it's gone now--or is a specific game/mod--and most certainly not universal behavior. Page has been updated to reflect proper information. --[[User:TheLazyPanda|TheLazyPanda]] 03:34, 19 January 2010 (UTC) | Soundscapes activated by [[trigger_soundscape]] '''''do''''' persist while the player is outside of the volume. It acts just like a trigger_multiple whose onStartTouch output is set to give a PlaySoundscape command (in which case it acts just like any other soundscape entity). There is no 'stopsoundscape' event occurring here. If there ever was, it's gone now--or is a specific game/mod--and most certainly not universal behavior. Page has been updated to reflect proper information. --[[User:TheLazyPanda|TheLazyPanda]] 03:34, 19 January 2010 (UTC) |
Revision as of 21:29, 18 January 2010
Souldn´t be the name of the soundscape (mapname).(soundscapeName)? --OmaMitStaubsauger 09:30, 30 August 2009 (UTC)
Is there any way to preview a soundscape? --TomEdwards 03:42, 15 Jul 2005 (PDT)
The key for a soundfile is "wave". Is it possible to use *.mp3 files instead of *.wav files? If yes, do *.wav files have any notable advantages over mp3s?
- I believe you'll need the Miles Sound System license & software to incorporate MP3 into the Source game sfx engine (currently only mp3 is available for music). (user:Robertprice45)
- That sounds like a buncha garbage to me...—ts2do (Talk | @) 12:38, 20 Dec 2005 (PST)
- http://www.vorbis.com/ --TomEdwards 01:48, 21 Dec 2005 (PST)
- You should be able to use MP3s in your soundscapes with no problem. Freakwolfe
- http://www.vorbis.com/ --TomEdwards 01:48, 21 Dec 2005 (PST)
- That sounds like a buncha garbage to me...—ts2do (Talk | @) 12:38, 20 Dec 2005 (PST)
When will custom soundscapes for HL2 Single Player be enabled?--Fitzroy doll 01:39, 18 Apr 2006 (PDT)
- I know it's old, but they are now. --Sortie 22:40, 9 April 2009 (UTC)
- Heh - thanks! I originally asked this in relation to whether you could create custom soundscapes for standalone maps in HL2 single player in the same way that you can crate custom soundscapes for standalone maps for CS:S. The answer then (and now, as far as I'm aware) is no - you must set it up as a mod in order for this to work, which is a better solution overall in any case.--Fitzroy doll 10:13, 10 April 2009 (UTC)
I included a link to List of Soundscapes because it just seems dumb to constantly update lists on every specialized page just because somebody wanted a separate page for each list. Transclusion seems like a bad idea, but a redirect page seems a little silly, too. What's appropriate? Just keep it insane way, remove the link?--TheLazyPanda 04:29, 19 January 2010 (UTC)
Trigger_Soundscape
Soundscapes activated by trigger_soundscape do persist while the player is outside of the volume. It acts just like a trigger_multiple whose onStartTouch output is set to give a PlaySoundscape command (in which case it acts just like any other soundscape entity). There is no 'stopsoundscape' event occurring here. If there ever was, it's gone now--or is a specific game/mod--and most certainly not universal behavior. Page has been updated to reflect proper information. --TheLazyPanda 03:34, 19 January 2010 (UTC)