Cave Johnsen Sound

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User
630 Posts
Posted Jul 01, 2013
Hey short Question, how do i do this Sound in Old Aperture, where the Voice is louder and has more echo when im out of rooms, and when im in the enrichment center, the voice is slightly quiet and has no more echo. How do i do this? ^^

And how works the bullseye with the voice on each Speaker? Thanks ^^

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srs bsnss
552 Posts
Posted Jul 01, 2013
Replied 1 hour later
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.

As for the bullseye, I'm not sure what you mean, but it's probably just some info_target for whatever purpose

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User
630 Posts
Posted Jul 01, 2013
Replied 7 minutes later

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 ^^

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FelixGriffin
2,680 Posts
Posted Jul 01, 2013
Replied 1 hour later
Each choreo scene includes the names of the actors who will be in it. Those bullseyes represent the different speakers for those scenes, but have an NPC type so they can be actors.
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User
630 Posts
Posted Jul 01, 2013
Replied 6 minutes later
Thanks, but, what about the echo? ^^
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Lamarr
73 Posts
Posted Jul 01, 2013
Replied 48 minutes later
Source engine automatically adds dsp effects to sounds according to room/environment size.
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ChickenMobile
2,460 Posts
Posted Jul 02, 2013
Replied 11 hours later

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.

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User
630 Posts
Posted Jul 02, 2013
Replied 5 hours later

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:

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ChickenMobile
2,460 Posts
Posted Jul 02, 2013
Replied 2 hours later
I don't see what there isn't to get. A soundscape will affect all sounds emitted in a room.
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User
630 Posts
Posted Jul 02, 2013
Replied 4 minutes later

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?

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FelixGriffin
2,680 Posts
Posted Jul 02, 2013
Replied 30 minutes later
It affects the place where the sounds are emitted; the location of the generic_actor or npc_bullseye in this case.