Certain sounds not working in the latest TF2?

Discussion in 'Mapping Questions & Discussion' started by spacenoobs, Jul 30, 2015.

  1. spacenoobs

    spacenoobs L1: Registered

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    Hi everyone... I haven't been working on my map for many months, but I decided to go back to it.

    Has anyone noticed this?

    Go to a sound player window... in Hammer... for example in a env_soundscape, or even for a func_door...

    Browse the list of sounds... you should see a lot of sounds from various games. Strangely TF2 has all the half-life sounds... OK...

    Now scroll down to:

    vo/demoman/etcetcetc

    try playing them...

    For me... I get nothing.

    Most sounds work OK... but all the voice over files for TF2 fail. Strangely... I can play voiceovers for OTHER games OK.

    ...

    I can hear the sounds OK in game... as long as they aren't being generated by a func_door or something... but by gameplay itself.

    Yes I know it's wierd... but I'm trying to use func_doors to play voiceover sounds :) It's actually for a good reason...

    I'm scripting an entire "event" using prop_static associated with TF2 player models... so I want to time events... and func_door seemed the easiest way. A bit like scripted events in Half-life-2 or so... when NPCs interact and talk to each other.

    Regardless of func_door or not... the sounds won't play in any way... so my scripted events seem doomed.
     
  2. Vincent

    aa Vincent 🔨 Grandmaster Lizard Wizard Jedi 🔨

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    They'll still work, it's just the preview that's broken. It can't preview .mp3s, which TF2 changed a lot of its sounds too. If you set the file to play in game it will work fine.

    You're going to want to set something like a tf_gamerules then fire outputs from it that include playvo.
     
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  3. worMatty

    aa worMatty Repacking Evangelist

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    "All the doors in this spaceship have a cheerful and sunny disposition. It is their pleasure to open for you, and their satisfaction to close again with the knowledge of a job well done."
     
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  4. spacenoobs

    spacenoobs L1: Registered

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    It's not working in preview or in game... for me... that's the issue.

    ...

    I'll try your suggestion about playvo... I don't know what that is though. But I'll look into it.
     
  5. Vincent

    aa Vincent 🔨 Grandmaster Lizard Wizard Jedi 🔨

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    https://developer.valvesoftware.com/wiki/Tf_gamerules

    Depending on what / how you want it to fire you basically place one of these and then have a trigger or logic_relay tell the tf_gamerules to fire a playvo output, then just put the files path in the parameter. Something like "misc/your_team_lost.wav" for example.

    I'm sure there's more point entities that have a playvo output but that's just one I know off the top of my head.
     
  6. spacenoobs

    spacenoobs L1: Registered

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    That's not what I want...

    Imagine a half-life cut-scene with NPCs talking to each other. The closer you stand to those NPCs the louder their chat.

    I don't want a script being played to all players... just an in-game sound that plays like a normal door effect... something that is louder the closer you are to it.
     
  7. Vincent

    aa Vincent 🔨 Grandmaster Lizard Wizard Jedi 🔨

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  8. spacenoobs

    spacenoobs L1: Registered

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    OK thanks for the help... I found out that all the sounds have changed.... from .wav to .mp3... so I just had to replace .wav with .mp3 in my maps...

    The issue with the preview not playing .mp3s just served to confuse me... so thanks for unconfusing me :)
     
  9. henke37

    aa henke37

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    Or you could stick to the names set in the soundscripts. Then you will never get surprises with file renamings. And as a bonus, you get to set the mixer settings.