Troubles with dynamic music
Quote from FelixGriffin on April 29, 2013, 8:28 amBut things depending on map name, such as the sp_ prefix getting you a portal gun, break on the Workshop. I think the map name is the fill filename relative to /maps.
But things depending on map name, such as the sp_ prefix getting you a portal gun, break on the Workshop. I think the map name is the fill filename relative to /maps.

Quote from ChickenMobile on April 30, 2013, 8:51 amWell custom soundscapes, scripts, textures and sounds all work. Why shouldn't a soundscript?
It is all relative to the scripts/ directory.
Well custom soundscapes, scripts, textures and sounds all work. Why shouldn't a soundscript?
It is all relative to the scripts/ directory.
Quote from FelixGriffin on April 30, 2013, 5:56 pmBut a map-specific soundscript needs the map's name in it. If the map's name changes, won't the soundscript need to as well in order to work?
But a map-specific soundscript needs the map's name in it. If the map's name changes, won't the soundscript need to as well in order to work?

Quote from ChickenMobile on May 1, 2013, 6:37 amChickenMobile wrote:...soundscapes...
Quote from HammerHead on May 4, 2013, 6:04 pmI agree that turning the volume down to 1 is probably the way to go. Another thing I thought of was that if your volume up and down relays go off to closely together they will cause a glitchy fade.
Using 2 timers (one that adds 1 and one that subtracts 1 every fire)
a math_counter (that fires it's value output to a logic_case input)
and a logic_case (with values corresponding to volumes)Will make your music able to fade say only halfway in and then fade back out from that point. Just enable the up timer and disable the down to turn up and the opposite to turn down (disable down timer on min value and up timer on max value). This way if your relay to fade in and relay to fade out are triggered closely together the effect is correct and wont end up all mixed up.
I agree that turning the volume down to 1 is probably the way to go. Another thing I thought of was that if your volume up and down relays go off to closely together they will cause a glitchy fade.
Using 2 timers (one that adds 1 and one that subtracts 1 every fire)
a math_counter (that fires it's value output to a logic_case input)
and a logic_case (with values corresponding to volumes)
Will make your music able to fade say only halfway in and then fade back out from that point. Just enable the up timer and disable the down to turn up and the opposite to turn down (disable down timer on min value and up timer on max value). This way if your relay to fade in and relay to fade out are triggered closely together the effect is correct and wont end up all mixed up.