Talk:Soundscape

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Previewing soundscapes

Is there any way to preview a soundscape? --TomEdwards 03:42, 15 Jul 2005 (PDT)

Yes, but until now that section was written rather hesitantly. --MossyBucket (formerly Andreasen) 01:14, 16 February 2011 (UTC)


Using mp3s for soundscapes

The key for a soundfile is "wave". Is it possible to use *.mp3 files instead of *.wav files? If yes, do *.wav files have any notable advantages over mp3s?

I believe you'll need the Miles Sound System license & software to incorporate MP3 into the Source game sfx engine (currently only mp3 is available for music). (user:Robertprice45)
That sounds like a buncha garbage to me...—ts2do (Talk | @) 12:38, 20 Dec 2005 (PST)
http://www.vorbis.com/ --TomEdwards 01:48, 21 Dec 2005 (PST)
You should be able to use MP3s in your soundscapes with no problem. Freakwolfe

MP3 Looping?

It is possible of use mp3 in looping mode with soundscape? With ambient_generic it's not possible. Thx. --Anarkia777 00:35, 26 July 2010 (UTC)

Can you double check if you looped the actual .wav file? Looping a Sound --ThaiGrocer 01:20, 26 July 2010 (UTC)
Yes in wav the file is right looped, but when it is in mp3 just played once. --Anarkia777 10:18, 26 July 2010 (UTC)
So I think it's pretty much like this: .mp3 files do not loop (to the best of knowledge), wav files will loop if marked properly using an editing program like Wavosaur. Furthermore the soundscape or ambient_generic has to be set up properly to play the loop. Like ambient_generic has a flag "is NOT looped"; that has to be unchecked. So were you originally wanting an ambient_generic to loop or are you going full out with soundscapes? --ThaiGrocer 15:55, 26 July 2010 (UTC)


Looping MP3 Files E.G.

--http://www.gtamikes-maps.piczo.com 09:51, 12 August 2012 (PDT)

//////////// Outside bird sounds (loop mp3 sound file trick) ////////////
//////////// The 2 .mp3 files are the same as each other just not the same file name ////////////
//////////// MP3 Sound file runtime 3.29mins = 3 X 60 + 29 = 209secs ////////////

// mp3_loop

"mp3_loop"
{
	"dsp" "1"
	"playlooping"
	{
		"volume"	"1.0"
		"pitch"		"100"
		"soundlevel"	"SNDLVL_150dB"

		"wave"	"loop_mp3_soundscape/outside_1MB_20KB_part_1.mp3"
	}

	"playrandom"
	{
		"time"		"209"
		"volume"	"1.0"
		"pitch"		"100"	
		"soundlevel"	"SNDLVL_150dB"

		"rndwave"
		{
			"wave"	"loop_mp3_soundscape/outside_1MB_20KB_part_1.mp3"
			"wave"	"loop_mp3_soundscape/outside_1MB_20KB_part_2.mp3"
		}
	}
}

Custom soundscapes

When will custom soundscapes for HL2 Single Player be enabled?--Fitzroy doll 01:39, 18 Apr 2006 (PDT)

I know it's old, but they are now. --Sortie 22:40, 9 April 2009 (UTC)
Heh - thanks! I originally asked this in relation to whether you could create custom soundscapes for standalone maps in HL2 single player in the same way that you can crate custom soundscapes for standalone maps for CS:S. The answer then (and now, as far as I'm aware) is no - you must set it up as a mod in order for this to work, which is a better solution overall in any case.--Fitzroy doll 10:13, 10 April 2009 (UTC)

Custom soundscape not working in HL2

Is there any reason it should not work? I have the soundscape file in the scripts folder, my map is called dam_2, and the soundscape is called soundscapes_dam_2. I've personally looked over the file and had others verify that the contents are valid, so why can the game not find the soundscapes when I play the map? Thanks in advance. --JeffMOD 16:53, 26 January 2010 (UTC)

HL2 didn't have that feature. Switch to a more recent game. --TomEdwards 16:56, 26 January 2010 (UTC)
I see. Thanks. --JeffMOD 17:06, 26 January 2010 (UTC)

List of soundscapes

I included a link to List of Soundscapes because it just seems dumb to constantly update lists on every specialized page just because somebody wanted a separate page for each list. Transclusion seems like a bad idea, but a redirect page seems a little silly, too. What's appropriate? Just keep it insane way, remove the link?--TheLazyPanda 04:29, 19 January 2010 (UTC)

Trigger_Soundscape

Soundscapes activated by trigger_soundscape do persist while the player is outside of the volume. It acts just like a trigger_multiple whose onStartTouch output is set to give a PlaySoundscape command (in which case it acts just like any other soundscape entity). There is no 'stopsoundscape' event occurring here. If there ever was, it's gone now--or is a specific game/mod--and most certainly not universal behavior. Page has been updated to reflect proper information. --TheLazyPanda 03:34, 19 January 2010 (UTC)


What a soundscape is and isn't

Up until now, this article seems to have mistaken a thing or two - feel free to correct me if you know more than me:

  • A soundscape is a script for coordinating sounds. It is not the entity triggering the soundscape.
  • A trigger_soundscape can not trigger a soundscape directly. (I've tried this.) It is thus not a soundscape entity, but a trigger that triggers a soundscape entity.

--MossyBucket (formerly Andreasen) 01:14, 16 February 2011 (UTC)

Split this article in two?

I vote for this article to be split into one soundscape article, and one creating custom soundscapes article, for the sake of the latters size, and for the subjects being in completely different areas. (Level design vs. scripting)

--MossyBucket (formerly Andreasen) 21:31, 21 February 2011 (UTC)