Soundscape isn't working

Sailaser

L1: Registered
Jun 20, 2017
20
1
Hi, I'm trying to add a soundscape,"Dustbowl.Outside". But when I run the map, it's quiet. Did I do something wrong?
 

Sailaser

L1: Registered
Jun 20, 2017
20
1
Screenshot (38).png
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
From practice, soundscapes can be temperamental. some days they work, others they don't. Trial and error. https://developer.valvesoftware.com/wiki/Env_soundscape the wiki page is here with that information. though a player must be in view or in radius (earshot) of the soundscape to be heard.
 

MoonFox

L10: Glamorous Member
Mar 17, 2015
739
74
good luck with the trial and error
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
Make sure you are compiling with VIS, as I believe it's needed to make soundscapes work, at lest radial ones.
 

Freyja

aa
Jul 31, 2009
2,994
5,813
A player has to have line of sight to a soundscape entity to hear it. That's why usually you put one inside the spawn door for when they spawn. If they spawn outside of the line of sight of any soundscape entities it will be quiet til they trigger one
 

Tumby

aa
May 12, 2013
1,084
1,192
VVIS.exe is the second process in a compile. It takes the different visleafs that VBSP.exe makes and calculates which can see which. This information is mostly used by the ingame renderer, but many other things, such as VRAD.exe, depend on it as well.
All compile process except for VBSP.exe give you the option to disable them or just run them on "fast", which is usually as bad as not running it at all.
Nick is making the assumptions that you might not be running it, and that soundscapes use visleafs.

https://developer.valvesoftware.com/wiki/VVIS
VVIS or Valve Visible Information Set is the command-line tool that takes a compiled BSP map and embeds visibility data into it. VVIS tests which visleaves can see each other, and which cannot.

https://developer.valvesoftware.com/wiki/Visibility_optimization
Without "visibility", everything in a map is drawn all the time regardless of whether or not the player can see it. Clearly the list of objects to be rendered must be trimmed, but how? It would take far longer to test whether each object or surface could actually be seen than it would to render them in the first place!

Game engines have to make a compromise; Source's is the Binary Space Partition model, based on John Carmacks implementation in Quake.

https://developer.valvesoftware.com/wiki/Visleaf
Each visleaf (sometimes referred to simply as a leaf) is a hollow volume in a map which defines a 'cluster' of visible surfaces. Every visible surface of a map is part of one visleaf or another. Visleafs are used primarily by the Rendering Engine to determine (before rendering each frame) which areas of the map might need to be rendered on screen. When any part of a visleaf is potentially visible from any part of the current visleaf, the entire contents of that visleaf are considered for rendering.
 
Jul 5, 2016
484
278
VVIS.exe is the second process in a compile. It takes the different visleafs that VBSP.exe makes and calculates which can see which. This information is mostly used by the ingame renderer, but many other things, such as VRAD.exe, depend on it as well.
All compile process except for VBSP.exe give you the option to disable them or just run them on "fast", which is usually as bad as not running it at all.
Nick is making the assumptions that you might not be running it, and that soundscapes use visleafs.

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


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


https://developer.valvesoftware.com/wiki/Visleaf
Ill make a guide when i'm done with my map explaining stuff like this, but in english.