- Jul 10, 2011
- 355
- 299
My second thread in as many days!
Basically, you know how if you're underwater, you get treated to a nice "dampening" (no pun intended) effect on sounds? They sound a little more muted (even voice chat).
Because the map is set in space, I wanted a "space" area of my map to have that "underwater" sound, although those areas of the map aren't underwater themselves.
I attempted to use a custom soundscape and the DSP set to "water." I tried all 3 of the DSP settings for water (14-16), and none of them seemed to have any effect on the sounds, although it's apparent the soundscape was working, as the sounds that I wanted to play were working.
I would use an invisible water texture and actually have the area in question underwater, if not for a few things:
So if someone knows how to get rid of either of those mechanics or of a way to emulate water's effect on sound in an area, please do. Thanks. <3
Basically, you know how if you're underwater, you get treated to a nice "dampening" (no pun intended) effect on sounds? They sound a little more muted (even voice chat).
Because the map is set in space, I wanted a "space" area of my map to have that "underwater" sound, although those areas of the map aren't underwater themselves.
I attempted to use a custom soundscape and the DSP set to "water." I tried all 3 of the DSP settings for water (14-16), and none of them seemed to have any effect on the sounds, although it's apparent the soundscape was working, as the sounds that I wanted to play were working.
I would use an invisible water texture and actually have the area in question underwater, if not for a few things:
- I don't want to have the "swimming" mechanic, as it would require probably some helpful trigger_pushes to "guide" players out of the reaches of my skybox.
- I would also like to get away from the "drowning" effect water has. For one, it's ugly, and although it isn't a huge area and players aren't going to stay in it for long, I'd still rather have them not take damage.
- There's all sorts of debris that I haven't figured out how to remove (I'm probably missing something on the wiki). I can get rid of the fog just fine, but this debris kinda sits there.
- When I enter the "water," the skybox is no longer rendered. Being as the effect is to achieve a sort of spacial "free floating" effect, this is somewhat important.
- Hitscan weapons don't go into the water brush, while rockets and other projectile weapons can.
So if someone knows how to get rid of either of those mechanics or of a way to emulate water's effect on sound in an area, please do. Thanks. <3
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