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[GUIDE] Introduction to the Portal2 Sound Operator Stacks

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Inspirata wrote:
Now here's a riddle for you: I checked the contents of Valve's hard light bridge maps, and they don't use an ambient_generic to create the music, which leaves me wondering how exactly to get a custom sound to work on a hard light bridge if it's not via an ambient_generic....

Well, if you read carefully the part for the lightbridges, you'll see I didn't mention anything about using an ambient_generic for the lightbridge music :p In your soundscript, you are supposed to create a soundentry for the lightbridges called "whatever_lbout" with a similar code to the one I posted in that epigraph for lightbridges. The game will automatically look for it, no extra ambient_generics needed.

Similar is the case of the music in funnels, all we need is to play the first soundentry of our level, and this soundentry must contain the required code to play the music in funnels (remember the stack "p2_update_music_play_tbeam"). No need to add any extra ambient_generic for any funnel.

I hope this is clear.

Inspirata wrote:
Side note: why is it that the PeTI hard light bridge sounds work offline, but when published to the workshop, they're gone?

As already mentioned in the guide, this is an unfinished thing by Valve. They still need to fix the workshop management of the soundscripts by map name. For the soundscripts to work out you'll need to use the workaround explained above ;)

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Thank you for the clarification. It seemed initially confusing since in Wheatley-themed maps an ambient_generic is used for both the background music and the tractor beams.

Anyway, hopefully this will be more worthy info for your Steam guide ;)

Inspirata wrote:
in Wheatley-themed maps an ambient_generic is used for both the background music and the tractor beams.

This is wrong. Please check carefully, there is no ambient_generic in any map containing any soundentry with the suffix "_tbin". Can you link me to any?

You'll find ambient_generics with whatever soundentries alluding to one "_tbin" soundentry, but not an ambient_generic directly pointing to a "_tbin" soundentry.

Example:

Code: Select all
"music.sp_a4_tb_intro_b1"
{
   "channel"      "CHAN_STATIC"
   "soundlevel"   "SNDLVL_NONE"
   "volume"      "0.45"

   "wave"   "*music/sp_a4_tb_intro_b1.wav"

   "soundentry_version" "2"
   "operator_stacks"
   {
      "update_stack"
      {
         "import_stack"    "update_music_stereo"
         "volume_fade_out"
         {
            "input_max" "3.0"
            "input_map_min" "0.05"
         }

//          "volume_lfo_time_scale"
//          {
//             "input2" "0.3"   
//          }
//          "volume_lfo_scale"
//          {
//             "input2" "0.95"
//          }

         "import_stack" "p2_update_music_play_tbeam"
         "play_entry"
         {
            "entry_name" "music.sp_a4_tb_intro_tbin"
         }   
         "stop_entry"
         {
            "match_entry" "music.sp_a4_tb_intro_tbin"
         }
      }
   }
}

That's the usual format where you'll find the "_tbin" soundentries referenced in.

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