Adding Sounds To Portal 2 SDK
If you REALLY want to, and aren't going to release the dialogue with your map, you can extract the sounds from portal content.gcf/sound/vo/aperture_ai.
FelixGriffin wrote:
Basically, you can't. It's copyright infringement.If you REALLY want to, and aren't going to release the dialogue with your map, you can extract the sounds from
portal content.gcf/sound/vo/aperture_ai.
Is there anyway to put your own voice in the map?
If you are lazy however: you could always play the subsequent scenes through a logic_choreographed_scene with your own timing (I believe there is a OnCompletion output so you can play scenes straight after each other).
The good thing about scenes is people in other languages will speak in their language (or if their language didn't get recorded by Valve: subtitles).
Or if you are even lazier than that: play the ding sounds (preferably soundscripts so they can still see the subtitles) through an ambient_generic and trigger them through some timing.
FelixGriffin wrote:
Yes, there are a few options. First you'll need to record your voice, save it as a WAV file in portal2/sound/vo/faja or the like. The easy way is to add an ambient_generic to your level, with that sound. But to get it to work just like in the real game, with the dings before and after and not playing while paused, you need to make a full mod. It's really hard, so you probably don't want to do that.
See I don't really care about the dings and what not, but I can't even get it working it just says "missing from disk/repository", which I have no clue what it means. The dings aren't a must, but if I can get them in there easily, then I will.
ChickenMobile wrote:
The dings are simple. I nicely made up how to set one up through some scripts. (click my sig to find it)If you are lazy however: you could always play the subsequent scenes through a logic_choreographed_scene with your own timing (I believe there is a OnCompletion output so you can play scenes straight after each other).
The good thing about scenes is people in other languages will speak in their language (or if their language didn't get recorded by Valve: subtitles).Or if you are even lazier than that: play the ding sounds (preferably soundscripts so they can still see the subtitles) through an ambient_generic and trigger them through some timing.
I don't know much about .nut so adding all those files is pretty much impossible to me, plus I am only really making 3 maps (right now), so the files don't seem like a must.
FelixGriffin wrote:
snd_rebuildaudiocache
Thanks and is there a super easy way to use my voice in the scene choreographer?
Anyway, just record it in Audacity and save it as a 44100 WAV file.
- Go to your Portal2/portal2/cfg folder
- Create an autoexec.cfg (plain) text file if there isn't any
- Add snd_updateaudiocache in
Now you should embed that autoexec.cfg into the bsp using pakrat along with the custom sound you create. This way, everyone will listen to it with no problem. ![]()
josepezdj wrote:
Now you should embed that autoexec.cfg into the bsp using pakrat along with the custom sound you create. This way, everyone will listen to it with no problem.
Actualy, you dont't need to have any autoexec files in your .bsp.and update audiocash at all if you packed your sound files into .bsp. It worked for me and everyone who played my map Hard Light.