Creating Portal Speakers: Difference between revisions
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==The Speaker== | ==The Speaker== | ||
Create a <code>[[prop_static]]</code> entity and set | Create a <code>[[prop_static]]</code> entity and set its world model to <code>models/props/speaker_system01/speaker_system01.mdl</code> | ||
If the speaker is inside an Observation Hallway set | If the speaker is inside an Observation Hallway set its skin to 0. If the speaker is a maintenance area, set its skin to 1. | ||
[[File:Speaker System model skin differences.png|thumb|Skin as 0 on the left, and as 1 on the right]] | [[File:Speaker System model skin differences.png|thumb|Skin as 0 on the left, and as 1 on the right]] | ||
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{{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.}} | ||
== | ==Reset DSP Microphone== | ||
Create an <code>env_microphone</code> and enter the following properties: | |||
{| class=standard-table | |||
! Property Name || Value | |||
|- | |||
| Name || glados_microphone_resetdsp | |||
|- | |||
| Start Disabled || Yes | |||
|- | |||
| Speaker target || glados_speaker1 | |||
|- | |||
| Speaker DSP Preset || 1 NO EFFECT | |||
|} | |||
Underflags, untick | |||
* <code>Hears Combat sounds</code> | |||
* <code>Hears World sounds</code> | |||
* <code>Hears player sounds</code> | |||
* <code>Hears bullet impacts</code> | |||
then tick <code>Ignores non-attenuated sounds</code> | |||
==The Scene== | |||
Create a <code>[[logic_choreographed_scene]]</code> and set its <code>Name</code> and <code>Scene File</code> to what you need. | |||
Enter the following outputs: | |||
::{| class=standard-table | |||
! || My Output || Target Entity || Target Input || Parameter || Delay || Only Once | |||
|- | |||
| [[Image:Io11.png]] || OnCompletion || glados_microphone_speaker01 || Disable || <none> || 0.00 || No | |||
|- | |||
| [[Image:Io11.png]] || OnCompletion || glados_microphone_resetdsp || Enable || <none> || 0.5 || No | |||
|- | |||
| [[Image:Io11.png]] || OnCompletion || glados_microphone_resetdsp || Disable || <none> || 1.00 || No | |||
|- | |||
| [[Image:Io11.png]] || OnCanceled || glados_microphone_speaker01 || Disable || <none> || 0.00 || No | |||
|- | |||
| [[Image:Io11.png]] || OnCanceled || glados_microphone_resetdsp || Enable || <none> || 0.5 || No | |||
|- | |||
| [[Image:Io11.png]] || OnCanceled || glados_microphone_resetdsp || Disable || <none> || 1.00 || No | |||
|} | |||
==Starting The Scene== | |||
'''Usually''', a <code>[[trigger_once]]</code> is used to start the scene. If you are using a <code>trigger_once</code>, enter the following outputs: | |||
::{| class=standard-table | |||
! || My Output || Target Entity || Target Input || Parameter || Delay || Only Once | |||
|- | |||
| [[Image:Io11.png]] || OnStartTouch || glados_microphone_speaker01 || Enable || <none> || 0.00 || No | |||
|- | |||
| [[Image:Io11.png]] || OnStartTouch || '''name of your logic_choreographed_scene''' || Start || <none> || 0.01 || No | |||
|} | |||
==Extra== | ==Extra== |
Revision as of 16:36, 1 May 2023

You can upload screenshots at Special:Upload. For help, see the Help:Images.
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 its world model to models/props/speaker_system01/speaker_system01.mdl
If the speaker is inside an Observation Hallway set its skin to 0. If the speaker is a maintenance area, set its skin to 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
then tick Ignores non-attenuated sounds

Reset DSP Microphone
Create an env_microphone
and enter the following properties:
Property Name | Value |
---|---|
Name | glados_microphone_resetdsp |
Start Disabled | Yes |
Speaker target | glados_speaker1 |
Speaker DSP Preset | 1 NO EFFECT |
Underflags, untick
Hears Combat sounds
Hears World sounds
Hears player sounds
Hears bullet impacts
then tick Ignores non-attenuated sounds
The Scene
Create a logic_choreographed_scene
and set its Name
and Scene File
to what you need.
Enter the following outputs:
Starting The Scene
Usually, a trigger_once
is used to start the scene. If you are using a trigger_once
, enter the following outputs:
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.