Difference between revisions of "Destinations/Adding Sound/Soundscapes"

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#redirect [[SteamVR/Environments/Adding Sound/Soundscapes]]
|title = Destinations/Adding Sound/Soundscapes
 
|zh-cn=Destinations:zh-cn/Adding Sound:zh-cn/Soundscapes:zh-cn
 
}}
 
 
 
=== A guide to adding new Soundscapes to your Destination ===
 
 
 
<br />
 
 
 
* If it doesn't already, ensure your addon has a '''soundscapes_manifest.txt''' and '''soundscapes_template.txt''' file in the scripts directory under game/steamtours_addons/youraddon.
 
* Rename soundscapes_template.txt to suit the addon, and then adjust the reference in soundscapes_manifest.txt on line 3 accordingly.
 
* Sound files go in the content/youraddon/sounds/ folder.
 
 
 
<br />
 
Documentation on how to create custom soundscape entries exists here -
 
[[Soundscape]]
 
{{note|Unlike some other Valve titles, Destinations does not yet use reverb DSP.}}
 
 
 
The map entity required is documented here -
 
[[Env_soundscape]]
 
 
 
<br />
 
===== Example =====
 
 
 
Here is an example of a workflow for a simple soundscape, with a looping ambient bed and some randomized spot sounds around the listener.
 
 
 
* In your map, add an env_soundscape entity. Ensure the radius covers the info_player_start entity by moving it closer and/or adjusting the Radius property in Hammer.
 
 
 
* In the new env_soundscape entity, set the Soundscape property to the name you want for your soundscape, for example - soundscape_whitelodge
 
 
 
* Add your audio files to the sounds folder.  In this case we'll say there is one looping .wav file called "forest.wav" and three ‘spot sound’ .wav files called "owl_01.wav", "owl_02.wav" and "owl_03.wav". Ensure looping sound files have loop markers set up.
 
 
 
* Open your soundscapes script and add the following.
 
 
 
<pre>
 
"soundscape_whitelodge"
 
{
 
                "playlooping"
 
                {
 
                                "volume"        "0.5"
 
                                "pitch"        "100"
 
                                "wave"          "sounds/forest.vsnd"
 
                }
 
                "playrandom"
 
                {
 
                                "volume"        "0.35"
 
                                "pitch"        "100"   
 
                                "time"          "10, 15"
 
                                "soundlevel"    "SNDLVL_50dB"
 
                                "position"      "random"
 
                                "rndwave"
 
                                {
 
                                      "wave"      "sounds/owl_01.vsnd"
 
                                      "wave"      "sounds/owl_02.vsnd"
 
                                      "wave"      "sounds/owl_03.vsnd"                                                 
 
                                }
 
                }
 
}
 
</pre>
 
 
 
''Note: The .vsnd extension is for the compiled version of audio files in Source 2. When the sound first plays, it will get compiled into a .vsnd automatically. You don't need to change the audio file extension by hand, just use .vsnd in the soundscape script.''
 
 
 
* Build the map and you'd now be able to hear forest.wav looping, and at randomized start times with a 10 to 15 second gap one of the owl files playing from a random position around the listener.
 
 
 
* If you'd like the owl sound to emit from a single set location, swap "position" for "origin" and provide the "x, y, z" coordinates relevant to your map.
 
 
 
* Adjust the volume, pitch, time and soundlevel to suit. The VConsole command 'cl_soundscape_flush' will allow you to reload the soundscape to hear tweaks.
 
 
 
''Note: If the playlooping or playrandom entry does not include a position, soundlevel will not affect anything as there is no falloff of volume over distance.''
 
 
 
[[Category:Destinations]]
 

Latest revision as of 15:45, 23 June 2019