Surpressing background music -finally SOLVED-

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Brainstone
401 Posts
Posted Jun 19, 2013
Ok, so I'm implementing the sounds for my mod right now. I've created a soundscript:

"aperture_alpha.glados.01_01_helloAndWelcome"
{
   "channel"      "CHAN_VOICE"
   "volume"      "VOL_NORM"
   "pitch"         "100"
   "soundlevel"      "SNDLVL_NONE"
   "wave"      "aperture_alpha/glados/glados_01_01.wav"
   "soundentry_version" "2"
   "operator_stacks"
   {
      "update_stack"
      {
         "import_stack" "update_dialog"
         "mixer"
         {
            "mixgroup" "announcerVO"
         }
      }
   }
}

And the sound plays just fine. The problem is just that it doesn't lower the volume of the background noise.
It doesn't surpress background music played as raw from an amibient_generic.
It doesn't surpress background music played as soundscript from an amibient_generic.
It doesn't surpress the standard industrial soundscape, which plays in the background of every Hammer map without a custom one.

Anyone knows what I have to do?
Also, even if it did surpress the background noise, my sound would still be too quiet. Can this be fixed by increasing "volume" "VOL_NORM"?

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Brainstone
401 Posts
Posted Jun 23, 2013
Replied 3 days later
push

come on, nobody knows that? What about the guys that already implemented custom voice files? Skotty? josepezdj? Has someone ever gotten it to work that their sounds silence the surroundings?

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zivi7
649 Posts
Posted Jun 23, 2013
Replied 1 hour later
Sorry, I never used a soundscript, just mp3s as ambient_generics.
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josepezdj
2,386 Posts
Posted Jun 23, 2013
Replied 1 hour later
Brainstone, have you checked TopHattWaffle's tuto about this? maybe it makes you realize what could you be doing wrong...
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Brainstone
401 Posts
Posted Jul 08, 2013
Replied 15 days later
YES! Finally figured it out!
First, I was completely clueless several days: I copied an official VALVE soundscript of the announcer:

Original VALVE sound

"announcer.OpeningExercise01"
{
   "channel"   "CHAN_VOICE"
   "volume"   "VOL_NORM"
   "pitch"   "100"
   "soundlevel"   "SNDLVL_NONE"
   "wave"   "vo/announcer/OpeningExercise01.wav"
   "soundentry_version" "2"
   "operator_stacks"
   {
      "update_stack"
      {
         "import_stack" "update_dialog"
         "mixer"
         {
            "mixgroup" "announcerVO"
         }
      }
   }
}

COPIED version:

"apertureAlpha.announcerTest"
{
   "channel"      "CHAN_VOICE"
   "volume"      "VOL_NORM"
   "pitch"         "100"
   "soundlevel"      "SNDLVL_NONE"
   "wave"      "aperture_alpha/glados/openingexercise01.wav"
   "soundentry_version" "2"
   "operator_stacks"
   {
      "update_stack"
      {
         "import_stack" "update_dialog"
         "mixer"
         {
            "mixgroup" "announcerVO"
         }
      }
   }
}

Then, I implemented this copied version.

What drove me nuts: When I played both sounds next to each other, the official sound would silence the surroundings, my custom one not. I thought, deep inside the game engine, the official soundscript had been changed.

Today, I finally found it: The "mixgroup" function can only to be applied to the person it referends to. announcerVO works only for announcer. There doesn't need to be a generic_actor-entity inside the map, BUT the speaker must be the first word of the soundscript's name before the dot.

Therefore THIS works perfectly:

"announcer.ApertureAlphaAnnouncerTest"
{
   "channel"   "CHAN_VOICE"
   "volume"   "VOL_NORM"
   "pitch"   "100"
   "soundlevel"   "SNDLVL_NONE"
   "wave"   "vo/announcer/OpeningExercise04.wav"
   "soundentry_version" "2"
   "operator_stacks"
   {
      "update_stack"
      {
         "import_stack" "update_dialog"
         "mixer"
         {
            "mixgroup" "announcerVO"
         }
      }
   }

I hope this will somewhen help somebody.

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josepezdj
2,386 Posts
Posted Jul 08, 2013
Replied 33 minutes later
Good find Brainstone :thumbup: Noted with thanks :wink:
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Brainstone
401 Posts
Posted Jul 09, 2013
Replied 1 day later
Forgot everything I wrote. That was wrong. Bullshit. The last soundscript didn't point to my sound, but to VALVE's sound.

BUT I've finally found the real error. And it works now. I've heard my own sounds in action. And all you need to do:

Place your sound in:
vo/<your actor>/sound

e.g.
vo/glados/aperture_alpha_glados_01.wav

and make sure to use the correspondent mixer, in my case "GladosVO".

If the sound is not in the vo folder, the mixer won't work. I can't understand why, but it finally works.