Talk:L4D2 Soundscripts
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Preliminary data
I've been having a lot of trouble with this, so I'll have to keep things in discussion first. There's still a lot to learn about sound, but I think it's a very interesting aspect of a campaign that should be dealt with. There are interesting snippets that need testing. As a side note, I'm not sure if it will be appropriate to cover soundscapes in this article, as well.
Unique to L4D Series (or maybe just L4D2)
- Dynamic music
- Mixing channels
- Blockable channels
Official soundscripts to look through
game_sounds.txt game_sounds_ambient_generic.txt game_sounds_arenaheli.txt game_sounds_biker.txt game_sounds_bots.txt game_sounds_coach.txt game_sounds_doors.txt game_sounds_gambler.txt game_sounds_infected_common.txt game_sounds_infected_special.txt game_sounds_manager.txt game_sounds_manifest.txt game_sounds_mechanic.txt game_sounds_melee_vo.txt game_sounds_moustachio.txt game_sounds_music.txt game_sounds_namvet.txt game_sounds_npc2.txt game_sounds_npcs.txt game_sounds_physics.txt game_sounds_player.txt game_sounds_producer.txt game_sounds_soldier1.txt game_sounds_soldier2.txt game_sounds_teengirl.txt game_sounds_terror.txt game_sounds_virgil.txt game_sounds_weapons.txt game_sounds_whitaker.txt game_sounds_world.txt level_sounds_general.txt soundmixers.txt
Other
- I don't understand "sound priorities" (not sure if that is the proper terminology). To describe it, it is where the location of the sound file in the sound directory makes all the difference. One sound can drown out others, depending on their location.
- Sound priorities appear to be independent of soundscript entries.
- I thought scripts/soundmixers.txt would have dictated everything about priority, but directories with the same settings appear to have different priorities. Weird! I will need help or more time on explaining that.
- How does Valve automatically generate these soundscripts?