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Putting Portal sounds in custom soundscripts?

 
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Portalboat
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Joined: 30 May 2008
Posts: 98
Location: In your pool, drinking your waterz

PostPosted: Sat Oct 18, 2008 3:17 pm    Post subject: Putting Portal sounds in custom soundscripts? Reply with quote

How would you put regular Portal sounds (i.e. The GLaDOS ding on-off, etc.)
in custom game soundscripts, without getting them out of the .GCF?
What would the path be for when the script is out of the .GCF?
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Mek
Test Supervisor


Joined: 30 May 2008
Posts: 186
Location: Slovakia

PostPosted: Sun Oct 19, 2008 4:30 am    Post subject: Reply with quote

do you mean custom scene files?
that is the way I did this for my map, but there is a problem then - you need to rebuild scenes.image file and distribute that with your map, plus the custom scene file does not work when bspzipped, so there is much trouble. anyway, this is my custom scene file:
Code:
// Choreo version 1
actor "Aperture_AI"
{
  channel "voice"
  {
    event speak "ding_on"
    {
      time 0.015152 0.205152
      param "Portal.ding_on"
      fixedlength
      cctype "cc_master"
      cctoken ""
      cc_noattenuate
    }
    event speak "Portal.GlaDOS.core_drop_1"
    {
      time 0.253606 3.4
      param "Portal.GlaDOS.core_drop_1"
      fixedlength
      cctype "cc_master"
      cctoken ""
      cc_noattenuate
    }
    event speak "ding_off"
    {
      time 3.4 3.6
      param "Portal.ding_off"
      fixedlength
      cctype "cc_master"
      cctoken ""
      cc_noattenuate
    }
  }
}

scalesettings
{
  "CChoreoView" "16"
  "RampTool" "100"
  "SceneRampTool" "100"
  "ExpressionTool" "100"
  "GestureTool" "100"
}
fps 60
snap off
ignorePhonemes off

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Portalboat
Superior Participant


Joined: 30 May 2008
Posts: 98
Location: In your pool, drinking your waterz

PostPosted: Sun Oct 19, 2008 10:30 am    Post subject: Reply with quote

yeah, I meant custom scenes, but scenes have to have a soundscrpit for the WAVs, and I was wondering how to make one for a regular Portal sound.
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