Any map sound or soundscape experts out there?

XFunc_CaRteR

L5: Dapper Member
May 14, 2009
248
17
My soundscape is driving me nuts. There is one sound, in particular, that just gets looped over and over, no matter where you go in the map.

If you look at the code below, there's one instance of the sound "ambient/desert_wind_high.wav" (in the soundscape "Industry.RedTrainyard"). It just won't stop playing sometimes. I went over the code with a fine tooth comb, but I can't spot any missing characters, braces, commas, anything like that.

Code:
"Industry.RedSpawn"
{
	"dsp"	"1"
	
	"playlooping"
	{	
		"volume"	"0.2"
		"attenuation"	"0.1"		
		"pitch"		"100"
		"wave"		"ambient/desert_indoors.wav"
	}
}

"Industry.RedTrainyard"
{
	"dsp" 	"1"

	"playlooping"
	{
		"volume"	"0.3"
		"attenuation"	"0.1"
		"pitch"		"100"
		"wave"		"ambient/desert_wind.wav"
	}	

	"playrandom"
	{
		"volume"	"0.1,0.4"
		"attenuation"	"0.1"
		"pitch"		"100"
		"time"		"15,20"
		"rndwave"
		{
				"wave"	"ambient/desert_wind_high.wav"
				"wave"	"ambient/dog1.wav"
				"wave"	"ambient/dog2.wav"
				"wave"	"ambient/dog3.wav"
				"wave"	"ambient/dog4.wav"
				"wave"	"ambient/crow1.wav"
				"wave"	"ambient/crow2.wav"
				"wave"	"ambient/crow3.wav"
				"wave"	"ambient/crow4.wav"
				"wave"	"ambient/hawk.wav"
		}
	}
}

"Industry.Truck"
{
	"dsp" "1"

	"playlooping"
	{
		"volume"	"0.4"
		"attenuation"	"0.1"
		"pitch"		"100"
		"wave"		"ambient/engine_idle.wav"
	}
}	

"Industry.Train"
{
	"dsp" "1"

	"playlooping"
	{
		"volume"	"0.4"
		"attenuation"	"0.1"
		"pitch"		"100"
		"wave"		"ambient/train_engine_idle.wav"
	}
}	

"Industry.BlueTrainyard"
{
	"dsp" "1"

	"playlooping"
	{
		"volume"	"0.3"
		"attenuation"	"0.1"
		"pitch"		"100"
		"wave"		"ambient/factory_outdoor.wav"
	}
}

"Industry.Electrical"
{
	"dsp"	"1"
	
	"playlooping"
	{	
		"volume"	"0.3"
		"attenuation"	"0.1"
		"pitch"		"100"		
		"wave"		"ambient/nucleus_electricity.wav"
	}

}

"Industry.FactoryInside"
{
	"dsp" "1"

	"playlooping"
	{
		"volume"	"0.5"
		"attenuation"	"0.1"
		"pitch"		"100"
		"wave"		"ambient/machine_hum.wav"
	}
}

"Industry.Office"
{
	"dsp"	"1"

	"playlooping"
	{
		"volume"	"0.3"
		"attenuation"	"0.1"
		"pitch"		"100"
		"wave"		"ambient/indoors.wav"
	}

	"playlooping"
	{
		"volume"	"0.3"
		"attenuation"	"0.1"
		"pitch"		"100"
		"wave"		"ambient/command_center.wav"
	}
}

"Industry.BasicInside"
{
	"dsp" 	"1"

	"playlooping"
	{
		"volume"	"0.5"
		"attenuation"	"0.1"
		"pitch"		"100"
		"wave"		"ambient/indoors.wav"
	}
}

"Industry.VentGust"
{
	"dsp" "1"

	"playlooping"
	{
		"volume"	"1"
		"attenuation"	"0.1"
		"pitch"		"100"
		"wave"		"ambient/desert_wind_low.wav"
	}
}

"Industry.RoofOutside"
{
	"dsp" "1"

	"playlooping"
	{
		"volume"	"0.3"
		"attenuation"	"0.1"
		"pitch"		"100"
		"wave"		"ambient/outdoors_well.wav"
	}

}

"Industry.RoofInside"
{
	"dsp" "1"

	"playlooping"
	{
		"volume"	"0.4"
		"attenuation"	"0.1"		
		"pitch"		"100"
		"wave"		"ambient/desert_indoors.wav"
	}
}

"Industry.HvyMach"
{
	"dsp"	"1"

	"playlooping"
	{
		"volume"	"0.7"
		"attenuation"	"0.1"
		"pitch"		"100"
		"wave"		"ambient/lighthum.wav"
	}
}

The sound seems to occur on the Red side of the map. When you spawn from the Red side, it plays incessantly, but when you spawn from the Blu side, the soundscape seems to be good. I figured it was a position of the env_soundscape or the env_soundscape_proxy, but they all seem good.

Also, when you load the map it sounds like multiple instances of the sound start to play over top of each other. The welcome camera points at this soundscape, so maybe that has something to do with it.

Any help would be really appreciated.
 

Dr. KillPatient

L3: Member
May 10, 2009
115
8
Try removing the instance of it on the Red side and see if it persists. If it does it's the script itself (providing you have identical soundscapes on both sides), if it didn't then it's probably your info_targets that it plays from.
 

XFunc_CaRteR

L5: Dapper Member
May 14, 2009
248
17
Try removing the instance of it on the Red side and see if it persists. If it does it's the script itself (providing you have identical soundscapes on both sides), if it didn't then it's probably your info_targets that it plays from.

I don't understand this. If I remove the env_soundscape [_proxy] entities, the player won't hear anything. Right?
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
Code:
"playrandom"
	{
		"volume"	"0.1,0.4"
		"attenuation"	"0.1"
		"pitch"		"100"
		"time"		"15,20"
		"rndwave"
		{
				"wave"	"ambient/desert_wind_high.wav"
				"wave"	"ambient/dog1.wav"
				"wave"	"ambient/dog2.wav"
				"wave"	"ambient/dog3.wav"
				"wave"	"ambient/dog4.wav"
				"wave"	"ambient/crow1.wav"
				"wave"	"ambient/crow2.wav"
				"wave"	"ambient/crow3.wav"
				"wave"	"ambient/crow4.wav"
				"wave"	"ambient/hawk.wav"
		}
	}


so every 15 to 20 seconds "desert_wind_high.wav" has a 1 in 10 chance of starting... that file is probably ~10 seconds long...

It would not surprise me if that looped all over itself a lot when "Industry.RedTrainyard" is active

AddEdit: That sound is not meant for playrandom

AddEdit2: Also I think your soundscape could greatly benefit from soundpositions. You have far too many soundscapes in that txt.
 
Last edited: