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Ambient Generics Suck

Posted: Sat Nov 08, 2008 7:18 pm
by shiftey
Ambient generics play too soft and the falloff distance is like 3 feet. I need a sound to come from a loudspeaker but I don't want it to play everywhere. I already bumped the volume of it up to 10 and the file itself is pretty much as loud is it can get at 0 db.

I need some help because it's really pissing me off how the gunshot noises blow my speakers out and the ambient generics sound like somebody whispering.

Posted: Sat Nov 08, 2008 7:58 pm
by TheMoon
You can adjust their radius by typing in a value or using the handle in the 2d views (helpers must be toggled on).

You can't turn the volume louder than 10 though. Only thing you could do is extract the sound file, boost the volume within the file itself using some sound tool, and then include it in your map once youre done.

Posted: Sat Nov 08, 2008 8:18 pm
by shiftey
I set the avergae RMS level at -6 db using sony soundforge, which now plays louder than the raw wav hl2 gunshot sounds. But when I put it in my map with an ambient generic, it makes it sound really weak. I tried messing with soundscripts but they don't appear in hammer. I added my soundscript entry to "maps/oc_undersiege_level_sounds.txt" like they say on the valve sdk site.

Posted: Sat Nov 08, 2008 8:30 pm
by Shana
shiftey wrote:I added my soundscript entry to "maps/oc_undersiege_level_sounds.txt" like they say on the valve sdk site.
Thats not how it works in oc, we use our own way,
put it in maps/cfg and call it mapname_soundscripts.txt, if that doesnt work (hyper said it does, but i never used it so im not sure), use that way, it works 100%, as i used it plenty times already.

Posted: Sat Nov 08, 2008 10:54 pm
by shiftey
Nice. Yeah the first thing you said worked, putting it in the cfg folder. Can you put scripts and sounds into a bsp like you can with models and materials?

Posted: Mon Nov 10, 2008 7:14 am
by Axel_m3sh
shiftey wrote:Can you put scripts and sounds into a bsp like you can with models and materials?
I'd also like to know this as well

Posted: Mon Nov 10, 2008 9:47 am
by skidz
The reason OC uses the cfg folder is because we had custom sound scripts far before Valve implemented them and we used the cfg folder. It still works this way today because everyone was already using the cfg folder.

Posted: Mon Nov 10, 2008 12:47 pm
by Deathy
skidz wrote:The reason OC uses the cfg folder is because we had custom sound scripts far before Valve implemented them and we used the cfg folder. It still works this way today because everyone was already using the cfg folder.
The only problem is that if you include it in your map (Pakrat) it doesn't get recognized by Source and you have no soundscapes in your map.
The way to solve this would be writing your scriptfile into the soundscapes_manifest.txt and then include both into your map.
Don't forget to change the soundscapes_manifest.txt to default again since you'll get awkward sounds in the hl2 campaigns. ;)