Soundscripts
Here is one of the most recent threads about that:
http://forums.thinking.withportals.com/post70009.html#p70009
josepezdj wrote:
There are many topics already here about that cubject... would you please try to search before opening a new thread about an already exisiting subject?Here is one of the most recent threads about that:
http://forums.thinking.withportals.com/post70009.html#p70009
I have searched and have been trying for the past week to find an answer. I saw that thread, and tried everything in it but can't get it working. I wouldn't have posted without searching.
I'm not sure if you already know how this works but your only problem is that you cannot hear them in hammer...
This is done when you launch the game. All game sounds are into the sounds scripts files. The game_sounds_manifest is the core one. Into this one the rest of sounds_scripts are called.
The physical .wav files that all sounds_scripts contain are located into the pak01_dir.vpk file into the folder "sounds". There are currently 3 pak01_dir.vpk files (the original located in portal2/portal2 folder, and 2 more into each dlc folder). All of them contain .wav sound files.
If you can't hear into hammer, just use GCFScape, explore the .vpk file, find the sounds, listen to them and note the name. Then play it by an ambient_generic entity triggered somehow.
I hope that helps.
Depending on what glados actor you place in the map, it will setup the correct vcd indexes in glados_scenetable_include / glados.nut.
Check out: Scene Voice Script Package if you want to create your own custom scenetable and order of lines for GLaDOS.
chickenmobile wrote:
I am probably the person to talk to about this.
I agree completely 
PGS14 wrote:
Got it to work, thanks for the help!
Perhaps you should share your answer so other people can know the solution.
chickenmobile wrote:
Perhaps you should share your answer so other people can know the solution.
I agree completely... 
josepezdj wrote:
Ok, I'm not sure if you already got any Glados line to work or not. The dialogue and the rest of sounds must be precached so you can hear them in game.I'm not sure if you already know how this works but your only problem is that you cannot hear them in hammer...
This is done when you launch the game. All game sounds are into the sounds scripts files. The game_sounds_manifest is the core one. Into this one the rest of sounds_scripts are called.
The physical .wav files that all sounds_scripts contain are located into the pak01_dir.vpk file into the folder "sounds". There are currently 3 pak01_dir.vpk files (the original located in portal2/portal2 folder, and 2 more into each dlc folder). All of them contain .wav sound files.
If you can't hear into hammer, just use GCFScape, explore the .vpk file, find the sounds, listen to them and note the name. Then play it by an ambient_generic entity triggered somehow.
I hope that helps.
Don't forget: Any dialogue (or .wavs in the VO folder) will not play in Hammer. This means every GLaDOS line. (has something to do with the .wav format)