Cave Johnsen Sound
And how works the bullseye with the voice on each Speaker? Thanks ^^
As for the bullseye, I'm not sure what you mean, but it's probably just some info_target for whatever purpose
srs bsnss wrote:
Perhaps try a logic_choreographed_scene? If I'm understanding the question correctly, then this is what you want, as I'm fairly sure logic_choreos sound different based on your surroundings.
And how would i change the echo of the voice when the player is in/Out of a room?
Or which Input needs the logic_choreographed_scene ?
srs bsnss wrote:
As for the bullseye, I'm not sure what you mean, but it's probably just some info_target for whatever purpose (deleted stuff)
Yes i did, wanted to know how it works ^^
Lamarr wrote:
Source engine automatically adds dsp effects to sounds according to room/environment size.
It will also take account on what type of material the walls are and what soundscape is activated in that area.
The easiest way to change the DSP (echoeness) of an area is to create or use a soundscape. You can browse and use Valve's predefined soundscapes from Portal 2/portal2/scripts - and look for the files with soundscapes_ in front of the file.
It is also relatively simple to create your own soundscape and it can be packed inside the .bsp like any other custom script, material or sound.
ChickenMobile wrote:
Lamarr wrote:Source engine automatically adds dsp effects to sounds according to room/environment size.
It will also take account on what type of material the walls are and what soundscape is activated in that area.
The easiest way to change the DSP (echoeness) of an area is to create or use a soundscape. You can browse and use Valve's predefined soundscapes from Portal 2/portal2/scripts - and look for the files with soundscapes_ in front of the file.
It is also relatively simple to create your own soundscape and it can be packed inside the .bsp like any other custom script, material or sound.
So, in the near of the logic_choreographed_scene or bulleyes i just Put a Soundscape which change the dsp effect and the voice will have an echo? Hmm i dont really get it s:
ChickenMobile wrote:
I don't see what there isn't to get. A soundscape will affect all sounds emitted in a room.
For example, When i have the logic_choreographed_scene in another room, or in Global ents.,
Will the Soundscape also affect the sound from it?
So i have just to put a soundscape in Room1, for nonecho, a soundscape outside the room for echo, and a soundscape in Room2, for nonecho?