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Revision as of 04:39, 11 June 2009 by Corewarp (talk | contribs) (Soundscript generator: new section)
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What are the semantics of putting comma-separated values as the values for "pitch", "volume", etc.? I expected it to tween the pitch or volume from one value to the other over the course of the sound, but it didn't seem to do that (to my wooden ears at least.) So what does supplying two values do? And is there a way to get a sound file to start at a low pitch and move to a high pitch for example? Thanks, --Ndnichols 19:13, 16 Aug 2006 (PDT)

If it's anything like the Soundscapes syntax (and presumably it's the same), it provides a range from within which a value is chosen at random, each time the sound is played (iirc). --Giles 06:03, 17 Aug 2006 (PDT)
Yeah, that's exactly what it does. Thanks,--Ndnichols 08:07, 17 Aug 2006 (PDT)

Successful Custom Soundscripts?

Has anyone here made a custom soundscape and soundscipt for CS:S? I'm building a CS:S map and want to add new sounds and music. I believe I have read every page on this topic and I'm still not getting it. Are there special folders I have to make to place my soundscript into? What is the best way to do this? I need someone to spell this out for me. I'm just a bit slow on this right now.


Music in Left 4 Dead

Music appears to be handled map by map with events scripted in game_sounds_music, can anyone confirm this? --Baliame (talk) 13:15, 8 Dec 2008 (PST)

Soundscript generator

I recently(6/11/09) finished my soundscript generator program so that i don't have to waste time editing a text file when i can just type in the names of the wave files.

Get it here(Along with sourcecode(C++)): [1]