Soundscapes & proxies

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Goombac

L4: Comfortable Member
Mar 27, 2010
172
84
So the map I'm working on is having some soundscape issues. I looked at Valve's maps and they have used env_soundscapes once in their map, then env_soundscape_proxy for all the other sounds, working off the env_soundscapes.

I've tried to replicate this (using Sawmill's soundscapes) and I'm getting mixed results. I put the inside sounds on the inside of every entrance, and outside on the outside.

When I have a small entrance it works fine:
arena_stormhang0001.jpg


But when I have several entrances near each other, the proxies don't always work. I don't know if they're too close together to work or not. I have proxies on the inside and outside of all these entrances, so it may be too much?
arena_stormhang0003.jpg


And then with larger entrances, it's hit and miss, but it usually doesn't work. I think it's because the player isn't hitting the soundscapes? I tried placing 2 proxies on either side, because Sawmill has it in certain places and it still doesn't work.
arena_stormhang0000.jpg
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
You need to change the volume of the soundscape, ie increase the radius which is by default, 128 units.

you can use soundscape_debug 1/0 to see soundscapes ingame and which ones are active. Increasing the proximity radius should activate them properly in larger doorways where players are more likely to sneak past a SS-proxy.
 

Goombac

L4: Comfortable Member
Mar 27, 2010
172
84
Thanks. I tried the soundscape_debug and it seems that some just don't work, even when they're active. And for the volume, I have them all set to a radius of -1 at the moment, like in the Valve maps. Should I switch that to just where they're needed?
 

Goombac

L4: Comfortable Member
Mar 27, 2010
172
84
Do triggers work similar to the others? Like once you enter the trigger it keeps playing until you activate a new one?

But it's solved and it was perhaps the derpiest thing ever but grazr your suggestion of soundscape_debug 1 pretty much found it for me. It turns out that the sounds at the large door were set to disabled, and the proxies at the cluster of doors all had the sound name in the "Name" value instead of the "Soundscape entity" value. So all fixed now. Thanks a bunch.