Soundscripts

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PGS14
3 Posts
Posted May 20, 2012
I'm using soundscripts so that I can have some GLaDOS dialogue on the map I'm working on. However, I can't get the soundscript to load for the map, as the sounds that it should load are never playable in Hammer. Where exactly does the script need to be placed in order to get it to work?
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josepezdj
2,386 Posts
Posted May 20, 2012
Replied 17 minutes later
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

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PGS14
3 Posts
Posted May 20, 2012
Replied 1 hour later

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.

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josepezdj
2,386 Posts
Posted May 20, 2012
Replied 55 minutes later
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.

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ChickenMobile
2,460 Posts
Posted May 20, 2012
Replied 7 hours later
I am probably the person to talk to about this. What sound are you trying to play (Is it a singleplayer glados scene or a multiplayer one)?

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.

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josepezdj
2,386 Posts
Posted May 21, 2012
Replied 4 hours later

chickenmobile wrote:
I am probably the person to talk to about this.

I agree completely :biggrin:

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PGS14
3 Posts
Posted May 21, 2012
Replied 17 minutes later
Got it to work, thanks for the help!
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ChickenMobile
2,460 Posts
Posted May 21, 2012
Replied 1 hour later

PGS14 wrote:
Got it to work, thanks for the help!

Perhaps you should share your answer so other people can know the solution.

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josepezdj
2,386 Posts
Posted May 21, 2012
Replied 1 hour later

chickenmobile wrote:
Perhaps you should share your answer so other people can know the solution.

I agree completely... :biggrin:

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Groxkiller585
652 Posts
Posted May 24, 2012
Replied 3 days later

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)