Map not producing any sounds

CPU Iris

L1: Registered
Jun 20, 2018
8
0
Alright so I ran into another situation with my map.
Let me give a quick run down on what the problem is.
So I added soundscapes into the map in order to add a much more realistic atmosphere
(Note: the soundscapes used are from the game and are not custom soundscapes)
After adding these soundscapes it caused some sort of error I don't understand.

Upon loading my map in order to build the cubemaps i noticed that the entire environment is silent
(including some of the ambient_generics and the jukebox in-game)
I double-checked my soundscape placements and everything about the soundscapes is fine
I used proxies to make sure that the same soundscape wont be used
I even tried turning the soundscape into a triggerable one and the environment is still silent

To put it simply, you cant hear any other sounds upon loading into the map other than a few ambient_generics (including the sound when a player hits the wall or floor with their melee and it doesn't make any sound other than the wall getting chipped or when a player's ragdoll hits the ground)

I even used soundscape_debug 1 to see if my soundscapes are active and apparently only 1 soundscape was active and it doesn't even play any sounds

Even when I removed all the soundscapes in my map, the map was still silent!
I don't know what to do and this is the only error left with my map!

If you guys know how to fix this please let me know ASAP

Thank you very much for taking the time to read this
 

CPU Iris

L1: Registered
Jun 20, 2018
8
0
In case if you guys need the Compile Log, then here it is:



** Executing...
** Command: "E:\Steam\steamapps\common\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "E:\Steam\steamapps\common\steamapps\common\Team Fortress 2\tf" "e:\steam\steamapps\common\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\slender_solar_sect_v1_d"

Valve Software - vbsp.exe (Jun 21 2018)
4 threads
materialPath: E:\Steam\steamapps\common\steamapps\common\Team Fortress 2\tf\materials
Loading e:\steam\steamapps\common\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\slender_solar_sect_v1_d.vmf
ConVarRef mat_reduceparticles doesn't point to an existing ConVar
Patching WVT material: maps/slender_solar_sect_v1_d/nature/blendrockgroundwallforest_viaduct_event_wvt_patch
Patching WVT material: maps/slender_solar_sect_v1_d/koth_viaduct_event/blendrockgroundwallforest_viaduct_event002_wvt_patch
Patching WVT material: maps/slender_solar_sect_v1_d/dev/dev_blendmeasure_wvt_patch
Patching WVT material: maps/slender_solar_sect_v1_d/swamp/concrete/blendswampconcretetomud002_wvt_patch
Patching WVT material: maps/slender_solar_sect_v1_d//lavablend_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 862 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (1)
writing e:\steam\steamapps\common\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\slender_solar_sect_v1_d.prt...Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_yunye*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_yunye*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (1519994 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 4839 texinfos to 3654
Reduced 502 texdatas to 429 (26951 bytes to 23333)
Writing e:\steam\steamapps\common\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\slender_solar_sect_v1_d.bsp
Wrote ZIP buffer, estimated size 14798152, actual size 14715394
44 seconds elapsed

** Executing...
** Command: "E:\Steam\steamapps\common\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "E:\Steam\steamapps\common\steamapps\common\Team Fortress 2\tf" "e:\steam\steamapps\common\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\slender_solar_sect_v1_d"

Valve Software - vvis.exe (Jun 21 2018)
4 threads
reading e:\steam\steamapps\common\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\slender_solar_sect_v1_d.bsp
reading e:\steam\steamapps\common\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\slender_solar_sect_v1_d.prt
1851 portalclusters
5025 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (1)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (6031)
Optimized: 724 visible clusters (0.17%)
Total clusters visible: 414203
Average clusters visible: 223
Building PAS...
Average clusters audible: 368
visdatasize:233808 compressed from 858864
writing e:\steam\steamapps\common\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\slender_solar_sect_v1_d.bsp
1 hour, 40 minutes, 32 seconds elapsed

** Executing...
** Command: "E:\Steam\steamapps\common\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "E:\Steam\steamapps\common\steamapps\common\Team Fortress 2\tf" "e:\steam\steamapps\common\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\slender_solar_sect_v1_d"

Valve Software - vrad.exe SSE (Jun 21 2018)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading e:\steam\steamapps\common\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\slender_solar_sect_v1_d.bsp
Setting up ray-trace acceleration structure... Done (12.14 seconds)
14850 faces
12 degenerate faces
5865426 square feet [844621440.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
14838 patches before subdivision
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
zero area child patch
415714 patches after subdivision
sun extent from map=0.000000
sun extent from map=0.000000
247 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (46)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (72)
transfers 54733521, max 880
transfer lists: 417.6 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #1 added RGB(477778, 299468, 267655)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(164238, 119907, 107685)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(67757, 55018, 49468)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #4 added RGB(28005, 25235, 22273)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(12691, 12448, 10701)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(5669, 5983, 4985)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #7 added RGB(2710, 3032, 2443)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(1262, 1490, 1159)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(619, 763, 574)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #10 added RGB(295, 380, 275)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(146, 195, 137)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #12 added RGB(71, 98, 66)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #13 added RGB(35, 50, 33)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #14 added RGB(17, 25, 16)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #15 added RGB(9, 13, 8)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #16 added RGB(4, 7, 4)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #17 added RGB(2, 3, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #18 added RGB(1, 2, 1)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #19 added RGB(1, 1, 0)
Build Patch/Sample Hash Table(s).....Done<0.2068 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (24)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (25)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 360/1024 17280/49152 (35.2%)
brushes 3952/8192 47424/98304 (48.2%)
brushsides 29988/65536 239904/524288 (45.8%)
planes 20950/65536 419000/1310720 (32.0%)
vertexes 23922/65536 287064/786432 (36.5%)
nodes 6566/65536 210112/2097152 (10.0%)
texinfos 3654/12288 263088/884736 (29.7%)
texdata 429/2048 13728/65536 (20.9%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 14850/65536 831600/3670016 (22.7%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 9363/65536 524328/3670016 (14.3%)
leaves 6927/65536 221664/2097152 (10.6%)
leaffaces 18147/65536 36294/131072 (27.7%)
leafbrushes 7485/65536 14970/131072 (11.4%)
areas 65/256 520/2048 (25.4%)
surfedges 110079/512000 440316/2048000 (21.5%)
edges 66757/256000 267028/1024000 (26.1%)
LDR worldlights 246/8192 21648/720896 ( 3.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 6/32768 72/393216 ( 0.0%)
waterstrips 1803/32768 18030/327680 ( 5.5%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 33318/65536 66636/131072 (50.8%)
cubemapsamples 137/1024 2192/16384 (13.4%)
overlays 44/512 15488/180224 ( 8.6%)
LDR lightdata [variable] 24616176/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 233808/16777216 ( 1.4%)
entdata [variable] 460312/393216 (117.1%) VERY FULL!
LDR ambient table 6927/65536 27708/262144 (10.6%)
HDR ambient table 6927/65536 27708/262144 (10.6%)
LDR leaf ambient 14400/65536 403200/1835008 (22.0%)
HDR leaf ambient 6927/65536 193956/1835008 (10.6%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/187230 ( 0.0%)
pakfile [variable] 14715394/0 ( 0.0%)
physics [variable] 1519994/4194304 (36.2%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 42138
Writing e:\steam\steamapps\common\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\slender_solar_sect_v1_d.bsp
3 minutes, 21 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "e:\steam\steamapps\common\steamapps\common\team fortress 2\sourcesdk_content\tf\mapsrc\slender_solar_sect_v1_d.bsp" "E:\Steam\steamapps\common\steamapps\common\Team Fortress 2\tf\maps\slender_solar_sect_v1_d.bsp"


I honestly don't even see an error related to the sound bug in my map other than probably the zero area child patch and the use of buildcubemaps command in the console in-game
Again, thank you for taking your time to help me
 
Last edited:

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
The cubemap error can be ignored (it's not a problem as long as you build cubemaps), and the zero area child patch can also be ignored if you have no invalid solid structures in Hammer's alt-p problem checker.

I'd say the only thing that worries me about the compile log is this:
entdata [variable] 460312/393216 (117.1%) VERY FULL!
Although I believe entdata isn't a hard limit, I'd recommend reducing your entdata (try and reduce the number of entities) to below 100% and try again.
 

squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
One thing I've found out about ambient generics is that their radius for the .wav to be heard is pretty limited; you still gotta have your player literally touching the entity its self to be heard. Check to see if this is the case first. If it is, try increasing the radius to something like 450 (the radius is deceiving as even when in it, the .wav is barely able to be heard). If the ambient_generic(s) is still too quiet in-game, duplicate the ambient_generic(s) and have them close to each other. This should help to make them louder.
Also check the flags of the soundscapes and generics to see if they're starting disabled etc...
 

henke37

aa
Sep 23, 2011
2,075
515
Better idea: use a sound script to set a proper sound level. This skips the entity duplication and all the messes that causes.
 

CPU Iris

L1: Registered
Jun 20, 2018
8
0
Alright so I tried reducing entdata down to less than 100% (currently its 96.2%) but the sounds are still bugged
I even removed all soundscapes and the sounds are still bugged
Even double checked if the ambient_generics are not starting in silent
Whenever I load the map in-game, the entire environment is still silent (no sounds of hitting your melee on the wall, no flamethrower sounds, ragdolls not producing sound when hitting the floor, dying to a crit, etc)

Anything else?
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
No sounds at all?

You sure your game sound/computer sound isn't turned off or broken?
 

CPU Iris

L1: Registered
Jun 20, 2018
8
0
There's nothing wrong with my PC or the game's sounds
When I loaded a test map (or other maps i downloaded from other servers) in-game the soundscapes, ambient_generics and environment sounds are just fine

But when I load my map there's just nothing but a few ambient_generics and everything else is just silent

Edit: Even when the map is only compiled with BSP, the sound bug is still there
 
Last edited:

Egan

aa
Feb 14, 2010
1,378
1,724
There is a maximum limit of 32 sounds being played at a time before the sound cache starts bugging out , usually it happens with player's hitsounds first (i guess those are lower priority). This limit is usually hit if you have a lot of ambient_generic in the level. While you can set a maximum radius to play an ambient_generic it will remain in the sound cache until you re-enter it's radius to continue where it left off (or something, idk).

The way to get around the limits of the ambient_generic(s) is to replace these with 'control point'-ed soundscapes. You can designate a 'control point' in a soundscape to indicate where a specific sound should be played in the level, but only when that specific soundscape point (idk the term for each individual one) is active. This way the nearby-sounds (like computers in 2fort basement - this is why they have those purple lines from the soundscape ents connecting to info_target) are only active when you are near them.

I would first try to use the Map > Entity Report https://i.imgur.com/6P5TRlz.png tool , search for all ambient_generic in the level , select them all , move them to their own Vis Group , and then toggle that visgroup so it isn't compiled. and then do a test compile and see if removing all the ambient_generic causes the game sounds to come back. Then look into replacing the ambient_generic sounds with 'control point' soundscapes. I'd link the VDC articles about this but supposedly the site has malware. https://tf2maps.net/threads/tutorial-simple-soundscapes.7000/ this thread should help though.

Also don't worry to much if the 'control point' soundscapes are confusing cause I didn't really tackle them for a long time cause I thought they were a bit confusing. Really kinda just going head first and trying out test maps with them is what made it click for me.