custom sounds in portal 2
Instead, use a MP3 with 44100 khz and 128 bit (as Damagepy described here). They might not work in Hammer and they won't work ingame unless you pack them into the .bsp - but they are small and don't require the cache rebuild.
Well, that solution sounds like it works well anyway.
CamBen wrote:
I've found that maps with custom sound packed as wavs tend to automatically update my soundcache as soon as they are downloaded from the workshop,but that may not be universal in portal2 I guess...Well, that solution sounds like it works well anyway.
The biggest problem is coop maps. Zivi and I messed around with this a lot whilst testing with Aperture Valentine. It often caused disconnections and other stuff. I even managed to disconnect from myself in a splitscreen game because I had to rebuild it twice. Just putting in an mp3 to the bsp (with the proper properties) is much easier and reliable for the players!
zivi7 wrote:
use a MP3 with 44100 khz and 128 bit
As far as I know MP3 files don't support cue points and therefore cannot be looped automaticly. Or am I wrong?
greykarel wrote:
As far as I know MP3 files don't support cue points and therefore cannot be looped automaticly. Or am I wrong?
I didn't try it myself, but I've read everywhere that looping mp3s won't work for that reason indeed.
For a work-around you could try having a logic_timer retrigger the mp3 after it has been played.
Now if you pack your files into .bsp no one will have to update audio cash to hear sound in game. I can say it for sure for single player at least.
greykarel wrote:
Now if you pack your files into .bsp no one will have to update audio cash to hear sound in game. I can say it for sure for single player at least.
Yes, this is what I was saying. I've packed custom sound effects into maps before, and they seem to work.
I'm using Studio One now, but I still have my almighty Korg Extreme...