Added: 3 years ago
From: 3kliksphilip
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  • thx

  • is there a simple way to pick a random ambient generic from a list and then play it?

  • @Tr1pMind use logic_case

  • What screen recorder do you use?

  • Isnt there a way to just play a sound on trigger?

  • @Ironside451 Yes, use a trigger_multiple and have an ambient_generic entity play the sound.

  • @3kliksphilip Thanks!

  • I'm trying to add GLaDOS' voice in my Portal map. I have no idea how to add it. I checked the Steam wiki and I couldn't find any help.

  • @LotsaSpaghetti84 Ooohhhh. I'm assuming that she's going to be heavily scripted and a right nightmare to add to a map. Your best bet is to decompile maps in which she's used, and to see how they did it. I have a tutorial on decompiling.

  • @LotsaSpaghetti84 If you know how to use logic_auto and the basics about placing sounds in source sdk it's fairly easy to string together the prerecorded glados sound clips. I think there used to be a tutorial on the valve developer pages that specifically dealt with adding those sounds into a map, about timing them and all that.

  • @LotsaSpaghetti84 Adding GlaDOS is actually fairly easy. Its just not very obvious. Check the portal section on the valve developer site. :)

  • Woaw =0 thx 4 your help!

  • Where's the soundscape list?

  • @mrnicosable On the Valve Developer Site.

  • Do you have...ehh....Like....Competet­ion with the other map making tutorials like mappingGuru

  • @NinjaKittyLOL We all have different styles, I don't see it as competition. OR DO I?!

  • @3kliksphilip It's easier listening to you, so don't worry.

  • @bental333 Yay

  • Are soundscapes client side or server side?

    And do they decrease in volume as you get farther away from the emitter?

  • @TrentWDB Soundscapes are clientside, and they don't get quieter the further away you get. They act as background ambient noise, so they aren't altered by changing direction, either.

  • I put 2 soundscapes in my level and neither of them work.... Do you have any idea why?

  • @PartyCentrel Try getting just one to work first.

  • can you make a custom soundscape? and if so how?

  • @jpest17 It's fairly complex, the Valve Developer website has a good tutorial showing how.

  • In env_soundscape I used the 2fort.Underground soundscape and added the sound positions (or I basically copied from 2fort) while everything was working fine the first time, after I had added another soundscape (tf2.respawn_room) the 2fort.Underground soundscape wouldn't work and the sound positions were marked red. What am I doing wrong?

  • @GENIUSGT I can only say that if it was working before, and isn't working now, then you should retrace your steps. Be sure to make individual soundscapes for each environment.

  • can u add your own sounds?

    ifso, how?

  • @rastamusic227 Watch my tutorial on custom sounds

  • Could you do a tutorial further explaining soundscapes with the use of their soundscape positions and info_targets?

  • @xsixstring7 I've never really tried soundscapes any other way other than the one shown in this tutorial, if I was to remake the tutorial I'd experiment with the others, though. What's wrong with the method shown in this video, by the way?

  • @3kliksphilip nothing's wrong with your method, but I can't imagine having room-sized trigger_soundscape brushes in every area, especially in big rooms, unless the soundscape still plays when you're not touching the brush.

  • @xsixstring7 It carries on playing until you enter another soundscape, so you only need these blocks by the entrance of areas

  • @3kliksphilip that's useful then. the only thing I'd feel limited to by using that method is not being able to use the *util* sounds properly in specific areas of the map. I don't know, i'll have to experiment

  • I'm having some problem, i added rain to my level, but i want it to make a rain noise OUTSIDE, and when you INSIDE, it makes a muffled rain sound, i already have the sounds, but i don't know how to make Rain and Play the sound at the same time

  • @JapWasHeer Wait... what? Make a soundscape inside the house, and one outside every doorway, and it will just switch between them as you enter / exit the house.

  • @3kliksphilip I did that, but, the sounds i chose were from L4D2, i did what you teached, make a folder for your own sounds, i did, i opened the sound, but the sound won't play

  • @JapWasHeer Try using a different sound and see if that plays. That way you can tell if the problem is your sound, or just how you've implemented it in your level.

  • Hey can you have water without a skybox in a map? Meaning that invisible; molested water you get if you have a leak in your map. I'm just making a map without a skybox with water. Will it allow the water to work properly?

  • @Beardactal Yes, if your map is totally sealed from the blackness around your map then it will still work.

  • Can I make the sound loop forever? until I disable-trigger it?

  • @Soulslayerzx Yes, check the flags for an ambient_generic entity

  • @3kliksphilip: I don't see the flag. Even when I don't check "IS NOT Looped", it still plays the sound only once in the ambient.generic....

  • @Soulslayerzx Oh- wait, just realised this is on a soundscape tutorial. Are you making a soundscape or a single source of sound? And which sound are you currently trying to play using the ambient_generic entity?

  • @3kliksphilip: Wait nevermind, it ended up that I had to use a program called Goldwave to edit and put some start and end points in the wav to make it actually loop in the source engine. On the wiki for ambient.generic, you can't actually make a ambient generic loop just by unchecking the "IS NOT LOOPED" box. You needa edit the file, and it's not inputed in the sound. It's like some code added the properties of the wav. Though it worked. Ty anyways. =D

  • It worked for me. Thanks philip.

  • @bungiebobawsome yes its possible, i did the same in my map, you take your ambient generic, choose a sound, then make a trigger_soundscape, put the name of your ambient in the trigger soundscape, then go to the outputs of the trigger_soundscape,

    add 2 options: OnStartTouchAll -> "your ambient generic name" -> play sound, and OnEndTouchAll -> " your ambient generic name" -> stopsound, you can also choose to let it fade in and out.

    so as soon when you stop touch the trigger, u dont hear anything

  • @bungiebobawsome Sorry, I can't think of how you can do this unless you find a soundscape with machinery sounds. It won't sound as if it's coming from the generator, but if you're at the other end of a floor then I doubt you'd hear anything but echoey whirring sounds from the machine any way.

  • :( Dosen't work for me, I checked everything, I did everything you did, exact replica, but no sounds, the only thing I changed was set the Flags to Client and NPC only.....

  • @jfu12450 Upload the vmf file for your map somewhere online, then PM me a link to where I can download it. I'll see what you did wrong. Be sure to name the PM something to do with soundscapes.

  • if i want to make a soundscape whit music?

  • @RaYyEtLtd Just use ambient_generic

  • 3kilksphilp@ is there a way to show the sounds name, like for example i want to know the name of the sound but i don't know the name is there anyway to find out all the names for css on sound?

  • @midgar8784 listen to what he says at 1:52

  • oh and is it possible to use any sound you want in the soundscape?

  • @ethosaur Not unless you make your own custom soundscape, which is hard. Just use ambient_generic entities

  • is it possible to use the hl2 soundscapes for tf2... i need a sea or water like soundscape

  • @ethosaur You're probably better off making a custom sound as well.

  • is there a somewhere i can hear all the sounds?

    not just css ones

  • @suckmysilencer747 Place an ambient_generic entity in your level, and browse the sound lists from its properties. And remember, if you see Doctor Breen, tell him I said...

  • @3kliksphilip

    FUCK YOU!

  • lol thanks dude your a legend!

    thanks for helping so many nooblets out!

  • I'm not able to find a sound in the soundscape it just says Nothing Automatic or Automatic (Dialog) Indoor and Outdoor. that's it.

  • Is there a soundscape that is simply for the whole map? Instead a triggerable area?

  • @Davidsh13 There probably is. There are several types of soundscapes that you can use, personally I've only ever tried the triggerable one because it seems to be flexible enough for what ever I want to do. As long as you place it in the spawn areas, it will act as if it's over the entire map, since it will never be turned off / changed to another one.

  • can you put custom mp3s in it?

  • @chadowofdarkness I've never tried but I'm guessing that you can put any sort of sound in, provided it's the right format.

  • Do you know any good wind sounds? (Like at the top of a mountain)

  • @InfoWarriorsUnite Half Life 2 has some.

  • SANDY BECAUSE ITS IN THE DESERT!

    THAT IS SO FUCKING FUNNY!!!

  • @the12221 Yeah! I'm ROFLing all over the place!

  • I cant hear my footsteps.

  • how do you make your own because i need to find a rainy soundscape

  • @Ramirez1953 Valve Developer Community should have a tutorial (google it)

  • @Ramirez1953 developer.valvesoftware#com/wi­ki/Main_Page

    #=.

  • Do you know if how to put other sounds instead of soundscapes from the original maps. I want the rainsounds which is able in ambient_generic. Ive tried but i cant get it to work.

  • @KillTheGrasshopper Why don't you just have a looping ambient_generic instead?

  • @3kliksphilip I have a map with indoor and outdoor so i cant play the rain everywhere.

  • @KillTheGrasshopper As you walk further away from the ambient_generic entity, it will get quieter. Simply place it in areas that can be heard from outside. Or use a rain soundscape and compliment them with ambient_generic entities dotted around the place, playing additional rain sounds.

  • if i have a big area should i have many soundscapes?

  • @ethosaur You have a soundscape in every area you want to have a different sound. If your map is a massive field, you'll only need 1. If you have an indoor and outdoor area, you'll need 2, etc.

  • @3kliksphilip is there a way to put other sounds into sound scapes like music from another video game such as halo or songs from metalica ect.

  • @Darkshifter98 I would use an ambient_generic entity to play a song, but I wouldn't recommend it because it increases the filesize of your map a fair bit.

  • Hey. Great videos, man. Really got me motivated to start trying making maps again, after failing at making both cod4 and CSS maps. I'm just wondering.. do you know how to make slides, or how to make a floor, going downhill, slippery? Thanks again for great tutorials!

  • @Zerosopp From what I've seen, it's dependant on the texture's properties. Glass, slime and ice have a lower friction value than other floors.

  • @3kliksphilip Ok. Thanks for a quick reply.

  • So, does this also work with Half-life 2 deathmatch soundscapes? Like for example, coast.----- etc? or town.alley?

  • @SarethZhukov314 I think that all hl2 soundscapes will work with hl2dm

  • @3kliksphilip Do i need a trigger if it is a single soundscape? Like the only one on the map?

  • @SarethZhukov314 I think it's the easiest way to do it.

  • @3kliksphilip So, are these soundscapes globally heard? If i trigger for example, walking into a bathroom and having the sound of flies while outside is the sound of a trainstation, will it be heard by all players? Or is it only heard by the person who triggers it?

  • @SarethZhukov314 No, since on CSS you can hear the tunnel sounds while somebody else heard the outside sounds.

  • so i cant just add a sound from the sound files list like in ambient_generic?

  • this works fine for the rest of my l4d map but i want to know how to make it so that the sound starts at the very beginning of the map in the safe room because this only works if you walk into it.

  • @tglaz1 Are you sure it doesn't work if you spawn inside it? CSS soundscapes works if you spawn inside one.

  • @3kliksphilip this is right of the valve website Brush-based soundscape entities (trigger_soundscape) are triggered only when the player:

    first enters into the volume.

    is within the volume when it becomes enabled.

    remains inside the volume while exiting another.

    remains inside the volume while another becomes disabled

    however the site also says something about a Point-based soundscape but i don't know how to use that.

  • How do you create the soundscape.txt?

  • @frenfam4life You don't need to to have a soundscape. If you want to make your own, look on Valve Developer's website

  • thanks dude! you know any good sounds for inside an elevator?? btw you're the only one on whole youtube who make good SDK tutorials

  • @pusemann2 I'm sure there will be sounds for that in the sound list for Source.

  • @3kliksphilip ok thank you=) btw is it posible to get your steam name so i can add you would be nice if you could come and look at my map. its INSANE HUGE

  • @pusemann2 Why would I want to do that?

  • @3kliksphilip cuz im proud of the map and you makes great tutorials. but now i dont give a fuck: why would i do that...sounds so freaking stupid like you hate me or something.

  • @pusemann2 What, because I asked why I would want to play your level? Sorry if it came across the wrong way, but unless there's a problem with it in some way I don't know what good it would do for me to play it. Unless it's an awesome map with lots of dangly bits everywhere, but surely if it was like that then you would have replied to my wuestion with 'Because it's awesome with dangly bits everywhere!'

  • @3kliksphilip well. first of all im not hinting for help. the map is totally DONE im just proud of it and wanted you to see it to. thats all.

  • @pusemann2 Cool, PM me a link

  • thank you so much :P

    you are like the best at these tutorials :D

  • Have you make all the css maps?

  • @rasmus0988 No, I don't believe I have

  • how can i make sand flying around like in dust and dust 2 ?

  • Make a block where you want the dust to be, ctrl+t and choose func_dustcloud

  • You should make a tutorial about making good displacements.

  • How do I make it so that the soundscape plays everywhere in the map when your outside, but when your inside.. it plays a different sound?

  • @bmxster21 By doing what I do in this video? Have one trigger outside and one inside. Make sure it covers all of the exits. Make more than one trigger if you need to.

  • how would i add a song to a certain area of my map?

  • @lappyification Look up my tutorial on custom sounds. Be warned, Source isn't designed to play long samples that well, judging by the number of problems people have with it.

  • @3kliksphilip thanks, and is there a way to have a strobe light effect (or something that would make a room look like a rave)?

  • @lappyification Place a light entity in the room, choose custom appearance and type a load of random letters in the option. Or just choose one of the premade ones, like strobe.

  • @3kliksphilip cool thanks

  • yeah i have alittle quastion, i made this map where it's only supposed to play the soundscape in one area, but when i walk out of the area the soundscape still plays :s i dunno if you have a suggestion..

  • @HL2MODvideos You need to make another soundscape outside that area to replace the one you've just come out of. One of the default ones you can choose from should do it.

  • @3kliksphilip ok thanks ^^

  • does the size of the env_soundscape_triggerable matter?

  • @dm239 Not if it's attached to a trigger area

  • What kind of Recorder You use? nice tutorial

  • buttons work or only trigger_multiples?

  • I've never tried buttons, but I'm sure that they'll work- there are several different soundscape entities for a reason.

  • ambient_generic play also MP3 as WAv.

  • how do i do to play mp3's in my map's

  • Look up my tutorial on custom sounds.

  • 10-4 motherfuckers

  • Pardon?

  • can you help me out man?

    im making a soundscape but with a custom sound

    ive looked on the valve developer forums it says i need a script...

    sigh

    can you help?

  • @xDjAsOnF Too complicated, I'd rather not get involved :P

    If you want to use custom sounds then use an ambient_generic entity

  • allright.

    also, can you do a video on protecting the vmf file when you have completed your map

    so protecting it from being decompiled

  • @xDjAsOnF I will not do a video on that.

  • how come?

  • Because then people will ask how to decompile that, because they've lost the vmf file

  • is there sand texture when making map for hl 2 ?

  • @RavenholmHunter Search for sand.

  • I COULDNT FIND IT :(

  • @RavenholmHunter I'm pretty sure that every game as a sand texture.

  • can you please make a tutorial for keypads

    i know this isn't the rite place to ask but can you?

  • @Axoth I have PMed you with a link

  • How to make you own soundscape. You have to code it or record an mp.3 file or what?

  • @Sniffer194 I don't know

  • question: how you make an exploding sound with env_explode ?

  • @hoyKumaG You could add an ambient_generic entity and find an explosion sound

  • @hoyKumaG Propably trigger it with the sound entinity.

  • how can i create soundscapes for team fortress 2? its impossible to find any good tutorials for tf2

  • @EvilEyesMovies I'd assume it's just the same.

  • ive taken de_inferno and decompiled it. I noticed that they were able to split up the soundscape with an info_target and put the sound exactly where they want it. Do you know how to do this? if so mind trying to explain it to me or point me in the direction of a tutorial?

  • can you help me? I just made a disco room.. but why music stops after one play.. How do i make the sound play over and over again? Quick answear woud be great :) Im going to use a Thekno music in it.. but how do i add the sound to the soundscape?

  • I don't know about custom soundscapes. I guess that you could get it to spawn the ambient_generic entity (using a point_template) if you want it to replay the song. There's a way of adding music into your levels, I haven't ever tried.

  • Okay but how to i make it to play over and over again in a normal Ambient_generic?

  • Have you made it an mp3 file?

  • how can i put in my own sounds?

  • nvm i found the tutorial

  • I saw a comment in setting off multiple soundscapes. for that, use a: trigger_multiple :Now do the same thing over and over with the soundscapes like in the tut and there you go.

    I haven't tried that, but if it dosen't work, just redo them over and over again like in the tut.

    Great video by the way. Helped!

  • thanks

  • nice tut thx!! 5/5

  • can the trigger set off multiple env_soundscapes?

  • I believe that you can only have one at once

  • Maybe use multiple trigger boxes?

  • some rounds I got sound other rounds the sound is gone, got any idea how thats possible?

  • It starts as you walk into the trigger box. So place one at the spawn.

  • but I got a trigger with the sound all over the map, It's the sound of rain, But some rounds I have it other rounds not. so the trigger box is auto at spawn cause its everywhere in the map, Or am I wrong now?

  • I don't have a better idea than you do. Playtest, try other things, experiment until you find something that works.

  • could i use my own music. so you walk into a area it sets off the song. i mean for a mod of hl2 :D

  • I don't think that music is a soundscape, I have a tutorial on custom sounds if you want to add music, though there is a bug that stops it from pausing the song. As long as it's mp3 it should be alright.

  • Thank you so much for this tutorial! Simple and easy to understand. Thanks!

  • Im Trying to find a type of snow soundscape like snow storm or whatever sound anyone mind helping me out?

  • I don't think that there is one, you might just have to use Aztec's stormy sounds or something similar.

  • Thanks