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Packing Soundscapes

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yishbarr wrote:
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.

Soundscapes should be looped internally in the soundscript files. Here is an example, just change what you need and copy this into the soundscript.

Code: Select all
"playlooping"
   {
      "volume"      ".4"
      "pitch"      "100"
      "wave"      "ambientatmosphereoffice_outside_tone_01.wav"
   }
This Signature is Beyond Your Range of Seeing.

Image

Yeah, I did "playlooping". It didn't work with the original sound.

Alright, I can't figure it out. Here's the ORIGINAL sound.

Waterfalls 2.7z

It's the last problem before I can release this map I've made.

MP3's will not loop, unfortunately. You will need to convert it to a WAV file and add the looping markers as described here.

(Or use this trick mentioned on the wiki, but that seems rather convoluted and it requires two copies of the file, so the space savings compared to a single .WAV are probably nil.)

Sendificate series: Sendificate | A Beam Too Far | Airtime | 302
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic

I did convert it to a wave file though. That's why I mentioned that this is the ORIGINAL file. I thought I might have done something wrong to the newer file.

Oh, OK, sorry for misunderstanding :)

I'm assuming that you got the characteristics of the sound correct (mono, 44100 Hz, ...) since your non-looping version already worked. The other thing to remember is that you need to update your audio cache after any change to a sound file. (Just the .WAVs or MP3s, not the scripts.) The console command for that is:

Code: Select all
snd_updateaudiocache

This is only needed when using WAV or MP3 files from disk. Sounds embedded in BSPs will automatically get cached.

Alternatively, you can test with this other waterfall sound I included as an attachment. I'm 100% certain that one will work, since it's already incorporated into one of my maps. At least you can find out if the problem is with the sound file itself, or something else...

Sendificate series: Sendificate | A Beam Too Far | Airtime | 302
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic

Oh, thanks. Actually, I solved my problem already because I found out what I did wrong in the looping, but this is an interesting sound too, for big waterfalls.

Good to hear it's solved :)
BTW you're free to use that sound if you want; it's Creative Commons licensed. (CC BY 3.0)

Sendificate series: Sendificate | A Beam Too Far | Airtime | 302
Other Portal 2 maps: Medusa Glare
Portal 1 maps: Try Anything Twice | Manic Mechanic

OK, I have to revive this thread for the sake of clearness. I hope that at least the persons who posted here can help me out.

The thing is that I can't make my soundscapes to work on my workshop after I packed them into the BSP. I tried packing only the 2 relevant files ('game_sound_manifest.txt' + 'soundscapes_[my_map_name].txt') under my portal2_dlc2/scripts folder first... no luck. I tried doing like Tmast98, packing portal2_dlc1/scripts + portal2/scripts to no avail. I even tried packing these 2 files from the 3 locations: portal2, portal2_dlc11 and portal2_dlc2... to no avail either.

HOWEVER,

I'm curious about how the sound system works, how pakrat exactly works in the inside, and what order of packing Tmast98 did exactly to achieve it. I mean that since you can only pack whatever files at a time located into the SAME folder, and due to pakrat will ask you to fix up the paths EACH time for EACH folder, the order here is CRUCIAL.

I mean that if for example I pakrat first my files under portal2_dlc2/scripts and say pakrat to fix up the paths to my files; then I pakrat my files under my portal2/scripts folder and say pakrat to fix up the paths again, wouldn't it only save the last information, being the files under portal2/scripts?

What if I first pakrat the files I've got into portal2/scripts AND THEN the ones into portal2_dl2/scripts? wouldn't the saved information be my files under portal2_dc2/scripts this time? I DO think so. Therefore the order is important with regards to this workaround Tmast98 posted... and pakrat will fix up the paths for the SAME files once, then again... and so on... for all the folders you want to pakrat your soundscapes from.

I still have to test properly HMW's discovery (sv_soundemitter_flush console command), but anyway, I'd really love to clarify all this mess regarding packing soundscapes from different folders, please H E L P :D

Oh, I almost forgot to mention: since I've got pakrat set up to find any "soundscapes_[map_name].txt" (in File > Preferences), it DOES find my soundscapes file (it detects the copy I've got into portal2/scripts only) and automatically pakrat it, however it places the file in the /Root folder instead of inside a /scripts folder (and I suppose it doesn't need to since it fixes up the paths and the file could potentially be anywhere...); and it doesn't find/pack the "game_sounds_manifest.txt" file, but that is already knowm. What I'm asking to myself now is: should I pack again my "soundscapes_[map_name].txt" even seeing it is already inside, but from the dlc2 (or dlc1) folder this time... or just the "game_sounds_manifest.txt"? >.<

ImageImageImageImageImageuseful tools and stuff here on TWP :thumbup:
[spoiler]ImageImageImageImageImage[/spoiler]

I think tmast was directly referring to soundscripts and not soundscapes. The only file you need to pack is soundscapes_mapname.txt in order to get soundscapes working. This has been the same since early source engine (pre 2007).

eg.png

If you multiply pack the same named file from different paths, it will pack it inside the .bsp multiple times. This is not necessarily a bad thing - and usually has no effect on the way the script(s) work even if you edit the path of the script to be the same later. However this will increase the size of your .bsp with absolutely no benefit.

Make sure:

  1. The path listed inside the directory is scripts and nothing like portal_dlc3/scripts or /scripts as this probably will not work. - See above image.
  2. When testing to see if it works online, rename your script so it doesn't conflict with the script inside the bsp.

I hope this clarifies some things.

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