Cave Johnsen Sound
Quote from User on July 1, 2013, 9:00 amHey short Question, how do i do this Sound in Old Aperture, where the Voice is louder and has more echo when im out of rooms, and when im in the enrichment center, the voice is slightly quiet and has no more echo. How do i do this? ^^
And how works the bullseye with the voice on each Speaker? Thanks ^^
Hey short Question, how do i do this Sound in Old Aperture, where the Voice is louder and has more echo when im out of rooms, and when im in the enrichment center, the voice is slightly quiet and has no more echo. How do i do this? ^^
And how works the bullseye with the voice on each Speaker? Thanks ^^
Quote from srs bsnss on July 1, 2013, 10:23 amPerhaps try a logic_choreographed_scene? If I'm understanding the question correctly, then this is what you want, as I'm fairly sure logic_choreos sound different based on your surroundings.
As for the bullseye, I'm not sure what you mean, but it's probably just some info_target for whatever purpose
Perhaps try a logic_choreographed_scene? If I'm understanding the question correctly, then this is what you want, as I'm fairly sure logic_choreos sound different based on your surroundings.
As for the bullseye, I'm not sure what you mean, but it's probably just some info_target for whatever purpose
Quote from User on July 1, 2013, 10:31 amsrs bsnss wrote:Perhaps try a logic_choreographed_scene? If I'm understanding the question correctly, then this is what you want, as I'm fairly sure logic_choreos sound different based on your surroundings.And how would i change the echo of the voice when the player is in/Out of a room?
Or which Input needs the logic_choreographed_scene ?srs bsnss wrote:As for the bullseye, I'm not sure what you mean, but it's probably just some info_target for whatever purpose [spoiler](deleted stuff)[/spoiler]Yes i did, wanted to know how it works ^^
And how would i change the echo of the voice when the player is in/Out of a room?
Or which Input needs the logic_choreographed_scene ?
Yes i did, wanted to know how it works ^^
Quote from FelixGriffin on July 1, 2013, 11:50 amEach choreo scene includes the names of the actors who will be in it. Those bullseyes represent the different speakers for those scenes, but have an NPC type so they can be actors.
Each choreo scene includes the names of the actors who will be in it. Those bullseyes represent the different speakers for those scenes, but have an NPC type so they can be actors.

Quote from ChickenMobile on July 2, 2013, 12:22 amLamarr wrote:Source engine automatically adds dsp effects to sounds according to room/environment size.It will also take account on what type of material the walls are and what soundscape is activated in that area.
The easiest way to change the DSP (echoeness) of an area is to create or use a soundscape. You can browse and use Valve's predefined soundscapes from Portal 2/portal2/scripts - and look for the files with soundscapes_ in front of the file.
It is also relatively simple to create your own soundscape and it can be packed inside the .bsp like any other custom script, material or sound.
It will also take account on what type of material the walls are and what soundscape is activated in that area.
The easiest way to change the DSP (echoeness) of an area is to create or use a soundscape. You can browse and use Valve's predefined soundscapes from Portal 2/portal2/scripts - and look for the files with soundscapes_ in front of the file.
It is also relatively simple to create your own soundscape and it can be packed inside the .bsp like any other custom script, material or sound.
Quote from User on July 2, 2013, 5:55 amChickenMobile wrote:Lamarr wrote:Source engine automatically adds dsp effects to sounds according to room/environment size.It will also take account on what type of material the walls are and what soundscape is activated in that area.
The easiest way to change the DSP (echoeness) of an area is to create or use a soundscape. You can browse and use Valve's predefined soundscapes from Portal 2/portal2/scripts - and look for the files with soundscapes_ in front of the file.
It is also relatively simple to create your own soundscape and it can be packed inside the .bsp like any other custom script, material or sound.
So, in the near of the logic_choreographed_scene or bulleyes i just Put a Soundscape which change the dsp effect and the voice will have an echo? Hmm i dont really get it s:
It will also take account on what type of material the walls are and what soundscape is activated in that area.
The easiest way to change the DSP (echoeness) of an area is to create or use a soundscape. You can browse and use Valve's predefined soundscapes from Portal 2/portal2/scripts - and look for the files with soundscapes_ in front of the file.
It is also relatively simple to create your own soundscape and it can be packed inside the .bsp like any other custom script, material or sound.
So, in the near of the logic_choreographed_scene or bulleyes i just Put a Soundscape which change the dsp effect and the voice will have an echo? Hmm i dont really get it s:

Quote from ChickenMobile on July 2, 2013, 8:19 amI don't see what there isn't to get. A soundscape will affect all sounds emitted in a room.
I don't see what there isn't to get. A soundscape will affect all sounds emitted in a room.
Quote from User on July 2, 2013, 8:23 amChickenMobile wrote:I don't see what there isn't to get. A soundscape will affect all sounds emitted in a room.For example, When i have the logic_choreographed_scene in another room, or in Global ents.,
Will the Soundscape also affect the sound from it?
So i have just to put a soundscape in Room1, for nonecho, a soundscape outside the room for echo, and a soundscape in Room2, for nonecho?
For example, When i have the logic_choreographed_scene in another room, or in Global ents.,
Will the Soundscape also affect the sound from it?
So i have just to put a soundscape in Room1, for nonecho, a soundscape outside the room for echo, and a soundscape in Room2, for nonecho?