Packing Soundscapes
Quote from HMW on October 20, 2013, 8:23 amOh, it's OK if you want to keep the map secret, I can respect that.
There's no hurry since I got a working solution right now (the console command mentioned above); I was just curious about the science behind your multi-manifest file method
I'll just be patient and wait until you release your map, and have a look at it then.
Oh, it's OK if you want to keep the map secret, I can respect that.
There's no hurry since I got a working solution right now (the console command mentioned above); I was just curious about the science behind your multi-manifest file method
I'll just be patient and wait until you release your map, and have a look at it then.
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic
Quote from Tmast98 on October 20, 2013, 11:22 amHMW wrote:Oh, it's OK if you want to keep the map secret, I can respect that.There's no hurry since I got a working solution right now (the console command mentioned above); I was just curious about the science behind your multi-manifest file method
I'll just be patient and wait until you release your map, and have a look at it then.
Alright, I think Jose was actually investigating why it works now anyways, looking at the custom files for the map .
Expect a teaser image really soon though....hopefully by the end of this week! To be honest some images are ready, I', just paranoid about sharing to early .
There's no hurry since I got a working solution right now (the console command mentioned above); I was just curious about the science behind your multi-manifest file method
I'll just be patient and wait until you release your map, and have a look at it then.
Alright, I think Jose was actually investigating why it works now anyways, looking at the custom files for the map .
Expect a teaser image really soon though....hopefully by the end of this week! To be honest some images are ready, I', just paranoid about sharing to early .
Quote from Gemarakup on October 20, 2013, 12:13 pmI changed the soundscape file to soundscapes_<mapname>.txt but the custom sound still doesn't work. The stock sound that's in it does though.
I changed the soundscape file to soundscapes_<mapname>.txt but the custom sound still doesn't work. The stock sound that's in it does though.
Quote from Tmast98 on October 20, 2013, 1:29 pmyishbarr wrote:I changed the soundscape file to soundscapes_<mapname>.txt but the custom sound still doesn't work. The stock sound that's in it does though.Ok, so what you should do now is have a soundscape name in that file, for example it may look like:
- Code: Select all
"sndsc_ct_spawn_01"
{
"fadetime" "0.75"
"dsp" "1"
"playlooping"
{
"volume" ".4"
"pitch" "100"
"wave" "ambientatmosphereoffice_outside_tone_01.wav"
}
"playlooping"
{
"volume" ".1"
"pitch" "100"
"wave" "ambientatmospheremountain_wind_lp_01.wav"
}
"playrandom"
{
"time" "21,35"
"volume" "0.05,0.1"
"pitch" "95,100"
"position" "random""rndwave"
{
"wave" "ambientanimalhawk_01.wav"
"wave" "ambientanimalhawk_02.wav"
"wave" "ambientanimalhawk_03.wav"
"wave" "ambientanimalhawk_04.wav"
"wave" "ambientanimalhawk_05.wav"
"wave" "ambientanimalhawk_06.wav"
}
}
"playrandom"
{
"time" "5,13"
"volume" "0.05,0.15"
"pitch" "95,100"
"position" "random""rndwave"
{
"wave" "ambientwindcss15_wind_01.wav"
"wave" "ambientwindcss15_wind_02.wav"
"wave" "ambientwindcss15_wind_03.wav"
"wave" "ambientwindcss15_wind_04.wav"
"wave" "ambientwindcss15_wind_05.wav"
"wave" "ambientwindcss15_wind_06.wav"
"wave" "ambientwindcss15_wind_07.wav"
"wave" "ambientwindcss15_wind_08.wav"
"wave" "ambientwindcss15_wind_09.wav"
"wave" "ambientwindcss15_wind_10.wav"
}
}
}Where sndsc_ct_spawn_01 is the name of the soundscape you would put in the map. Then add the name of the actual file, not the soundscape name, into the manifest for soundscapes in portal2/scripts and dlc1/scripts.
Hope that helps you out!
Ok, so what you should do now is have a soundscape name in that file, for example it may look like:
- Code: Select all
"sndsc_ct_spawn_01"
{
"fadetime" "0.75"
"dsp" "1"
"playlooping"
{
"volume" ".4"
"pitch" "100"
"wave" "ambientatmosphereoffice_outside_tone_01.wav"
}
"playlooping"
{
"volume" ".1"
"pitch" "100"
"wave" "ambientatmospheremountain_wind_lp_01.wav"
}
"playrandom"
{
"time" "21,35"
"volume" "0.05,0.1"
"pitch" "95,100"
"position" "random""rndwave"
{
"wave" "ambientanimalhawk_01.wav"
"wave" "ambientanimalhawk_02.wav"
"wave" "ambientanimalhawk_03.wav"
"wave" "ambientanimalhawk_04.wav"
"wave" "ambientanimalhawk_05.wav"
"wave" "ambientanimalhawk_06.wav"
}
}
"playrandom"
{
"time" "5,13"
"volume" "0.05,0.15"
"pitch" "95,100"
"position" "random""rndwave"
{
"wave" "ambientwindcss15_wind_01.wav"
"wave" "ambientwindcss15_wind_02.wav"
"wave" "ambientwindcss15_wind_03.wav"
"wave" "ambientwindcss15_wind_04.wav"
"wave" "ambientwindcss15_wind_05.wav"
"wave" "ambientwindcss15_wind_06.wav"
"wave" "ambientwindcss15_wind_07.wav"
"wave" "ambientwindcss15_wind_08.wav"
"wave" "ambientwindcss15_wind_09.wav"
"wave" "ambientwindcss15_wind_10.wav"
}
}
}
Where sndsc_ct_spawn_01 is the name of the soundscape you would put in the map. Then add the name of the actual file, not the soundscape name, into the manifest for soundscapes in portal2/scripts and dlc1/scripts.
Hope that helps you out!
Quote from Gemarakup on October 20, 2013, 2:26 pmYeah, that's what I originally did. But the custom sound won't play, and the STOCK sound DOES play. I already tried rebuilding audio cache countless times.
Yeah, that's what I originally did. But the custom sound won't play, and the STOCK sound DOES play. I already tried rebuilding audio cache countless times.
Quote from Tmast98 on October 20, 2013, 2:27 pmyishbarr wrote:Yeah, that's what I originally did. But the custom sound won't play, and the STOCK sound DOES play. I already tried rebuilding audio cache countless times.Can you give the path of your custom sound? My custom ones were under sound/ambient
Can you give the path of your custom sound? My custom ones were under sound/ambient
Quote from Tmast98 on October 21, 2013, 2:40 amyishbarr wrote:My custom sound is in sound/ambient/water.Ah okay, they're in the right place then. Are they in a format that Portal 2 recognizes. I don't know it exactly but I heard it was so many hertz.....
Ah okay, they're in the right place then. Are they in a format that Portal 2 recognizes. I don't know it exactly but I heard it was so many hertz.....
Quote from Gemarakup on October 21, 2013, 3:27 amAnother thing is that in Portal 2, when I entered the soundscape, the sound worked but I forgot to loop it so it worked for a few seconds. Now that I looped it with a program, it doesn't work.
Another thing is that in Portal 2, when I entered the soundscape, the sound worked but I forgot to loop it so it worked for a few seconds. Now that I looped it with a program, it doesn't work.
Quote from FelixGriffin on October 21, 2013, 8:24 amTmast98 wrote:yishbarr wrote:My custom sound is in sound/ambient/water.Ah okay, they're in the right place then. Are they in a format that Portal 2 recognizes. I don't know it exactly but I heard it was so many hertz.....
44100 Hz (44.1KHz), the same sampling rate as a CD.
Ah okay, they're in the right place then. Are they in a format that Portal 2 recognizes. I don't know it exactly but I heard it was so many hertz.....
44100 Hz (44.1KHz), the same sampling rate as a CD.