Soundscapes #1834
Replies: 6 comments 4 replies
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writing script files is pretty tedious, would be nice to have all of this in the Inspector |
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Soundscapes as an asset that can be changed and loaded live is gonna be way better alone. Also preview in Hammer is something I know @bakscratch has wanted |
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Creating the soundscapes has always been the worst part, having to write it by hand in a txt files really feels like something out of the 90s, Plus no way of really testing out how it sounds without having a map with it compilied into adding another step into a already long process. What GunnarKafel said also is another thing, its not very clear on lots of stuff and should be streamlined a lot, but still have the options for more experienced people. |
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So let me ask mappers something.. Some of the soundscapes in HL2 define points in the world to emit the sound from. These are exposed as Point 1, Point 2 etc on the soundscape entity. Is this dumb? Would it make more sense to define these in the soundscape itself by targetname? |
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What sucks about the current soundscape system in HL2 and in Alyx?
What do you wish you could do differently? What do you have to work around?
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