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.
Yes, you can. The SDK has been updated so that soundscapes are no longer hard coded to only reside in the <code>soundscapes_manifest.txt</code> script file. With 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
For example, with a Counter-Strike: Source map called de_kilo2.bsp:


*update
    <game directory>\scripts\soundscapes_de_kilo2.txt
Soundscapes are no longer hard coded in the soundscapes_manifest.txt.
With 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 12:03, 12 July 2005

Yes, you can. The SDK has been updated so that soundscapes are no longer hard coded to only reside in the soundscapes_manifest.txt script file. With 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

For example, with a Counter-Strike: Source map called de_kilo2.bsp:

    <game directory>\scripts\soundscapes_de_kilo2.txt