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Author Topic: Hammer env_soundscapes  (Read 8677 times)

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TriDefiance

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Hammer env_soundscapes
« on: February 12, 2014, 01:38:32 am »

So along my studies of Hammer as well as improving the design of one my Re-Textured maps, I've come across the problem of understanding the Soundscape zones. I've written a script from the map, as well as include it into the manifest file. Unfortunately when I create the env_soundscape for certain areas sometimes they don't react as fast as it should when enter or exiting an area. Here is the code I've written for the file.

Code: [Select]
[//INDEX//
//Sunnys_Stack_v4_Beta.inside Positions 0-2 for waterddrips
//Sunnys_Stack_v4_Beta.outside
"Sunnys_Stack_v4_Beta.inside"
{
   "playlooping"
   {
       "wave"  "SunnysSounds/summer.wav"
       "volume" "0.2"
       "pitch" "100"
   }
   "playrandom"
   {
       "volume" ".4,.7"
       "soundlevel" "SNDLVL_50dB"
       "pitch" "105,115"
       "time" "2,6"
   "position" "0"
       "rndwave"
       {
           "wave" "SunnysSounds/drip1.wav"
           "wave" "SunnysSounds/drip2.wav"
           "wave" "SunnysSounds/drip3.wav"
           "wave" "SunnysSounds/drip4.wav"    
       }
   }
   "playrandom"
   {
       "volume" ".4,.7"
       "soundlevel" "SNDLVL_50dB"
       "pitch" "105,115"
       "time" "2,6"
       "position" "1"
       "rndwave"
       {
           "wave" "SunnysSounds/drip1.wav"
           "wave" "SunnysSounds/drip2.wav"
           "wave" "SunnysSounds/drip3.wav"
           "wave" "SunnysSounds/drip4.wav"    
       }
   }
   "playrandom"
   {
       "volume" ".4,.7"
       "soundlevel" "SNDLVL_50dB"
       "pitch" "105,115"
       "time" "2,6"
       "position" "2"
       "rndwave"
       {
           "wave" "SunnysSounds/drip1.wav"
           "wave" "SunnysSounds/drip2.wav"
           "wave" "SunnysSounds/drip3.wav"
           "wave" "SunnysSounds/drip4.wav"    
       }
   }
   "playrandom"
   {
       "volume" ".6,.9"
       "soundlevel" "SNDLVL_85dB"
       "pitch" "90,110"   
       "time" "10,20"
       "position" "random"
       "rndwave"
       {
           "wave" "SunnysSounds/plane1.wav"
   "wave" "SunnysSounds/plane2.wav"
           "wave" "SunnysSounds/plane3.wav"
       }
   }
}
"Sunnys_Stack_v4_Beta.outside
{
   "playrandom"
       "volume" ".6,.9"
       "soundlevel" "SNDLVL_85dB"
       "pitch" "90,110"
       "time" "10,20"
       "position" "random"
       "rndwave"
       {
       "wave" "SunnysSounds/plane1.wav"
           "wave" "SunnysSounds/plane2.wav"
           "wave" "SunnysSounds/plane3.wav"
       }
    }    
    "playrandom"
    {
"volume" ".6,.9"
"soundlevel" "SNDLVL_85dB"
"pitch" "90,110"
"time" "6,14"
"position" "random"
"rndwave"
        {
    "wave" "SunnysSounds/heli1.wav"
    "wave" "SunnysSounds/heli2.wav"
        }
    }
}

The text in the file is correct to the terms of the script, but on here it messed up, just FYI.
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FReXx

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Re: Hammer env_soundscapes
« Reply #1 on: February 12, 2014, 02:20:56 am »

I have the same issue but i use soudscapes_triggerable it'y much faster than normal soudscapes.
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