Talk:Soundscripts
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)
Contents
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.
Thanks
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.
(Updated it to version 3(6/14/09))Get it here(Along with sourcecode(C++)): [1] --Corewarp 10:52, 12 June 2009 (UTC)
- That's pretty neat, but it would be even better if it scanned the folder you chose for files instead of making you type them all in. :-) --TomEdwards 13:40, 11 June 2009 (UTC)
Idealy yes, but i tried looking up how to scan folders, and it was too difficult. This was something i just threw together anyway. Note: Also to get it to work you might want to remember to add the script file that is generated to the game_sounds_manifest.txt file.
Do not omit "volume" or "pitch" from a "playrandom" soundscape
Omitting those will break the soundscape; they do not default to any value and instead nothing plays at all, with no errors. Tested on but probably happens in every game. Also omitting "time" causes the sounds to play all at once, several times at once. --Sirhephaestus (talk) 14:11, 20 February 2024 (PST)