Destinations/Adding Sound/Soundscapes: Difference between revisions
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= | === A guide to adding new Soundscapes to your Destination === | ||
* 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. | * 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. |
Revision as of 14:51, 22 June 2016
A guide to adding new Soundscapes to your Destination
- 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 - [1] Note: Unlike some other Valve titles, Destinations does use reverb DSP.
The map entity required is documented here - [2]
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.
"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" } } }
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.