CAP-ONE wrote:
So, tell me why there are tools like GUI StudioMDL or others like that if the original studiomdl that Valve put in sourcesdk do the same ? Because it's suitable to a large public, and no one want to work with a command prompt, without a proper visual of what you're doing. And technically, it's possible to play a sound in random time. As for the random playing location, in game it is played in a 3d world, but as it's just a preview for a soundscape, we can play it in mono.
Yes, but with GUIStudioMDL you're actually combining several different elements--the SMD file, the QC file, and possibly others [been a while since I compiled a model] along with checkflags, options, etc. It depends on whether you're talking about simply a soundscape previewing program or a soundscape construction program (in which case one already exists; bit buggy, but it exists). I can see your point, but I still think that just opening up a fast instance of the game, loading a random map, and entering the console command is easier, mainly because it's a lot less work than, say, putting a model together with GUIStudioMDL.
However, if one were to write a soundscape previewer--specifically for Portal 2--I imagine it would have to meet a few requirements (and I'm by no means an expert programmer so someone correct me if I'm wrong coughOmnicough). First, it would need to have HLLib included so that it can access the sounds in VPKs and such. Second, it would need to be able to parse the structure of soundscape files, which probably wouldn't be all that hard to deal with considering it's a fairly regular structure. Finally...ah...well, I was going to say it would need the necessary libraries to deal with sound output, but that requirement isn't anything more special than any other program dealing with sound.
So anyway, my two cents, I'm enjoying the discussion already.