Creating Portal Speakers: Difference between revisions
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(Fixed this forgotten tutorial.) |
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{{Morescreenshots}} | {{Morescreenshots}} | ||
==Introduction== | ==Introduction== | ||
This tutorial will teach you how to create speakers. | This tutorial will teach you how to create speakers. | ||
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If the speaker is inside an Observation Hallway set it's skin to 0. If the speaker is the the maintenance areas, make it skin 1. | If the speaker is inside an Observation Hallway set it's skin to 0. If the speaker is the the maintenance areas, make it skin 1. | ||
[[File:Speaker System model skin differences.png|thumb|Skin as 0 on the left, and as 1 on the right]] | |||
Create an <code>[[info_target]]</code> entity and name it to <code>glados_speaker1</code>. Put this <code>info_target</code> in the center of the speaker part of the model. | Create an <code>[[info_target]]</code> entity and name it to <code>glados_speaker1</code>. Put this <code>info_target</code> in the center of the speaker part of the model. | ||
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* <code>Hears player sounds</code> | * <code>Hears player sounds</code> | ||
* <code>Hears bullet impacts</code> | * <code>Hears bullet impacts</code> | ||
{{bug| Although you are outside of the microphone area. It is still possible to hear yourself and the portalgun from the speaker.}} | {{bug| Although you are outside of the microphone area. It is still possible to hear yourself and the portalgun from the speaker.}} | ||
==Triggering== | |||
When triggering the scene, enable the microphone first, then play the scene with a small delay. | |||
==Extra== | ==Extra== |
Revision as of 20:12, 30 April 2023

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Introduction
This tutorial will teach you how to create speakers.
First, complete this guide Making GLaDOS speak
The Speaker
Create a prop_static
entity and set it's world model to models/props/speaker_system01/speaker_system01.mdl
If the speaker is inside an Observation Hallway set it's skin to 0. If the speaker is the the maintenance areas, make it skin 1.
Create an info_target
entity and name it to glados_speaker1
. Put this info_target
in the center of the speaker part of the model.
Create an env_microphone
entity inside of the nodraw box of the GLaDOS' generic_actor
area. Enter the following properties:
Property Name | Value |
---|---|
Name | glados_microphone_speaker01 |
Start Disabled | Yes |
Speaker target | glados_speaker1 |
Speaker DSP Preset | 8 LOUDSPEAKER, ECHO |
Underflags, untick
Hears Combat sounds
Hears World sounds
Hears player sounds
Hears bullet impacts

Triggering
When triggering the scene, enable the microphone first, then play the scene with a small delay.
Extra
The voice lines used in the BTS areas in Portal were modified to have a "speaker" effect.
Here's a sample of a line with the speaker effect:
Retail Voice Line
Here's a sample of the same line but without the speaker effect (taken from the beta):
Beta Voice Line
According to Tim Larkin, he used the Audio Ease Speakerphone VST Plugin. Unfortunately he doesn't remember which effect(s) were used. If you found out what makes the "speaker" effect, please add it here.