env_soundscape Improvements #50
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I was looking at env_soundscapes for Source, and I learned some new things about how they work. All their features aren't too different from ours, but they have some neat stuff we should probably implement for compatability and just because they're useful.
dsp
You can specify env_sound types here, uses a number but we can specify the full name. Aso comes with a volume control. This cuts out using env_sound if desired, which I agree can be useful and helps optimize/streamline.
playsoundscape
This allows you to load a soundscape with a soundscape, this is how they get "layers" in soundscapes. It seems you could load as many as you but I'm sure there is some limit. "DSP presets in the 'sub-scape' are ignored."
playrandom/rndwave
We do random sorting already, but it seems they don't by default? rndwave might have a counterpart for playing a list of sounds in a sequence
time
Used for delaying a set of sounds that play
position
Allows sounds to be played in different "areas", need to investigate how this done, the effect might be just channels or have spatial properties
attenuation
How quickly sound drops off from the area
soundlevel
An alternative to attenuation, but why?
Documentation:
https://developer.valvesoftware.com/wiki/Soundscape
Entity documentation, not asking to implement these, at least not until we really have to because they're is just soo much :x
https://developer.valvesoftware.com/wiki/Env_soundscape
https://developer.valvesoftware.com/wiki/Env_soundscape_proxy
https://developer.valvesoftware.com/wiki/Trigger_soundscape
Also here is a snippet from soundscapes_trainyard.txt: