Custom soundscape problem

Discussion in 'Mapping Questions & Discussion' started by Dart Mann, Apr 13, 2014.

  1. Dart Mann

    Dart Mann L1: Registered

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    Before you send me to a tutorial I have checked various ones and followed them.

    I am having trouble with getting custom soundscapes to work. I have everything in the correct positions in my folders (due to steampipe custom is used now). The sounds load in-game and I can play them via playsoundscape command in console. Now the problem is when I go into hammer and try to assign the custom soundscape to a env_soundscape, it does not appear to be on the list. I have compiled thinking it was an error or just did not show up but the sound does not play either. If anyone could lend some help it would be much appreciated. Thank you for your time. :)
     
  2. Egan

    aa Egan

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    You mention that you've already been through some tutorials, but just to confirm, is your soundscript file set up with its filename being soundscapes_<yourfilename>, and itself being located in the tf/scripts folder? (example). Just have to make sure you include the version at the end, and if you make a new version, you'll have to rename this file, and repack it into the new .bsp when you hand it out to servers.

    The custom soundscape not showing up in the dropdown list for the soundscape entity in hammer is normal.

    Otherwise, just make sure you have the entity in hammer set up correctly. (example).
     
  3. Dart Mann

    Dart Mann L1: Registered

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    Last edited: Apr 14, 2014
  4. Dart Mann

    Dart Mann L1: Registered

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    Alright so I got the sounds to work with trigger_soundscapes. Sadly when I compile and pakrat/vide the sounds, they are not auto-found in the scan option, so I put them in manually. The new problem is that when I play the map with the manual files in the map, they do not play. Not sure what to do.
     
  5. xzzy

    aa xzzy

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    Soundscapes are super fussy to get working, in my experience. They aren't like firing off an ambient_generic, because players have to actually have a line of sight to the entity location for the sound to start playing and there can be several seconds of delay before anything actually plays. The valve wiki says this isn't the case for trigger_soundscape but in my experimentation it still has problems starting audio on demand.

    As for packing the bsp, make sure you're including the sound manifest as well. That's about the only reason I can think that sounds aren't working.