Putting Portal sounds in custom soundscripts?

Avatar
Portalboat
90 Posts
Posted Oct 18, 2008
How would you put regular Portal sounds (i.e. The GLaDOS ding on-off, etc.)
in custom game soundscripts, without getting them out of the .GCF?
What would the path be for when the script is out of the .GCF?
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Avatar
Mek
459 Posts
Posted Oct 19, 2008
Replied 13 hours later
do you mean custom scene files?
that is the way I did this for my map, but there is a problem then - you need to rebuild scenes.image file and distribute that with your map, plus the custom scene file does not work when bspzipped, so there is much trouble. anyway, this is my custom scene file: ```
// Choreo version 1
actor "Aperture_AI"
{
  channel "voice"
  {
    event speak "ding_on"
    {
      time 0.015152 0.205152
      param "Portal.ding_on"
      fixedlength
      cctype "cc_master"
      cctoken ""
      cc_noattenuate
    }
    event speak "Portal.GlaDOS.core_drop_1"
    {
      time 0.253606 3.4
      param "Portal.GlaDOS.core_drop_1"
      fixedlength
      cctype "cc_master"
      cctoken ""
      cc_noattenuate
    }
    event speak "ding_off"
    {
      time 3.4 3.6
      param "Portal.ding_off"
      fixedlength
      cctype "cc_master"
      cctoken ""
      cc_noattenuate
    }
  }
}

scalesettings
{
  "CChoreoView" "16"
  "RampTool" "100"
  "SceneRampTool" "100"
  "ExpressionTool" "100"
  "GestureTool" "100"
}
fps 60
snap off
ignorePhonemes off

```

Avatar
Portalboat
90 Posts
Posted Oct 19, 2008
Replied 6 hours later
yeah, I meant custom scenes, but scenes have to have a soundscrpit for the WAVs, and I was wondering how to make one for a regular Portal sound.