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Soundscape Problem

  • November 13, 2016 at 3:36 PM
  • Guest
    • November 13, 2016 at 3:36 PM
    • #1

    Hey, I can't seem to find the names of the soundscapes to use in the entity, I have found the file names/location, but it isn't being applied as it gives me an error upon entering the SoundScape Trigger, any suggestion on finding the actually names of the soundscapes so I can apply them to make them work?

    Thanks

  • Todes
    • November 14, 2016 at 3:49 PM
    • #2

    Same problem here, for Estates i decompiled Market to get the right entry. If you have a specific soundscape in mind you could do the same. I'd love to hear about an easier way!

  • JakHalz
    • November 15, 2016 at 8:26 AM
    • #3

    Maybe I understand the question in a wrong way.. But the soundscapes can be found in the doi_sound_dir.vpk. Look into a stock soundscape script and based on that, make your own script with the desired sounds.

  • Guest
    • November 18, 2016 at 8:52 AM
    • #4
    Quote from JakHalz

    On 11/15/2016 at 10:26 AM, JakHalz said: Maybe I understand the question in a wrong way.. But the soundscapes can be found in the doi_sound_dir.vpk. Look into a stock soundscape script and based on that, make your own script with the desired sounds.

    Found the script files, and the manifest, nothing seems to work for me

  • JakHalz
    • November 18, 2016 at 3:34 PM
    • #5

    Setting up the sounds for your map can be time consuming. ;)

    Place a env_soundscape (example: entrance building) Properties; Name - (example) Interior Building Soundscape - (example)int.building01

    For other entrances of the same building, use env_soundscape_proxy. Properties; Soundscape Entity - (example)int.building01

    You have to make a .txt file placed in the scripts folder, named like; soundscapes_yourmapname.txt

    In the .txt file it can be something like this:

    //Interior Building

    "int.building01" {

    // *** DSP settings *** //

    "dsp" "41" "dsp_spatial" "146" "dsp_volume" "4.0" "fadetime" "2.0"

    "soundmixer" "min_int_lobby"

    // *** Ambience Looping Sounds *** //

    // Interior Ambience "playlooping" { "volume" "0.1" //0.6 "pitch" "90" "wave" "soundscape\ambience\city_indoors_ambience_01.wav" }

    // *** Random Sounds *** //

    // Distant Thunderstorm "playrandom" { "time" "20,40" "volume" "0.2,0.3" "pitch" "80,105" "position" "random" "soundlevel" "SNDLVL_150dB" "rndwave" { "wave" ")soundscape\emitters\Oneshot\thunderstorm_distant_01.ogg" "wave" ")soundscape\emitters\Oneshot\thunderstorm_distant_02.ogg" "wave" ")soundscape\emitters\Oneshot\thunderstorm_distant_03.ogg" "wave" ")soundscape\emitters\Oneshot\thunderstorm_close_01.ogg" "wave" ")soundscape\emitters\Oneshot\thunderstorm_close_02.ogg" } } }

    For each section in your map you have to do this. Ofcourse you can use your int.building01 soundscape for multiple buildings but be aware that you copy the env_soundscape_proxy and NOT the env_soundscape.

    Take a look at the stock scripts for some ideas to get.

    I hope this helps you a little.

  • Guest
    • November 21, 2016 at 4:13 PM
    • #6
    Quote from JakHalz

    On 11/18/2016 at 5:34 PM, JakHalz said: Setting up the sounds for your map can be time consuming. ;)

    ..__Removed rest for easier reading! -cptr3spawn

    Thank you so much! Can I just use env_soundscape_triggerable? I than have a trigger_soundscape, and the error in console is:

    "Setting invalid soundscape, cpt1.outside, as the active soundscape. There is probably no script entry matching this name. BUG THIS! Setting invalid soundscape, cpt1.inside, as the active soundscape. There is probably no script entry matching this name. BUG THIS!"

  • JakHalz
    • November 21, 2016 at 5:33 PM
    • #7

    env_soundscape_triggerable is used with a trigger brush.

    I always use env_soundscape and the env_soundscape_proxy.

    For a small test, just copy paste my previous post. Edit the "int.building01" to "cpt1.inside" and name the text file soundscapes_yourmapname.txt Placed in your scripts folder.

    What you have in your txt file now; ("wave" "captainrespawn_repo/wind_cold_ambience_01.wav") Doesn't work because the path to the sound is doi/sound/soundscape/ambience/ wind_cold_ambience_01.wav.

    DSP settings is also important. Some of the soundmixers are for large indoor areas, while others are more suited for outside.

    If you like the sounds of a specific stock map, look into that soundscapes.txt file to have an idea to start with. Pick 1-3 ambient sounds as a base to use for outdoor/indoor and play around with the volumes (1.0) is max ;) Once you're happy you can add some background sound like the thunderstorm, birds, tank shots etc.

    Take your time with it... because one { or " missing can lead to silence ;)

  • the0rthopaedicsurgeon
    • November 21, 2016 at 6:15 PM
    • #8

    Make sure your soundscape file is called "soundscapes_mapname". Mine didn't work until I added that filename in the manifest either, although weirdly once I uploaded it to the workshop (which skips the manifest), it worked fine.


    You can test the soundscape itself is working, whether or not you have it set up in Hammer or the manifest, by typing "playsoundscape cpt1.inside" in the console.

  • GRiNET
    • December 16, 2016 at 1:46 PM
    • #9

    How do I open the vpk?

    When I try to take soundscapes from Ortona they don't sound in my level.

  • Guest
    • December 17, 2016 at 8:28 PM
    • #10
    Quote from JakHalz

    On 11/21/2016 at 7:33 PM, JakHalz said: env_soundscape_triggerable is used with a trigger brush.

    I always use env_soundscape and the env_soundscape_proxy.

    For a small test, just copy paste my previous post. Edit the "int.building01" to "cpt1.inside" and name the text file soundscapes_yourmapname.txt Placed in your scripts folder.

    What you have in your txt file now; ("wave" "captainrespawn_repo/wind_cold_ambience_01.wav") Doesn't work because the path to the sound is doi/sound/soundscape/ambience/ wind_cold_ambience_01.wav.

    DSP settings is also important. Some of the soundmixers are for large indoor areas, while others are more suited for outside.

    If you like the sounds of a specific stock map, look into that soundscapes.txt file to have an idea to start with. Pick 1-3 ambient sounds as a base to use for outdoor/indoor and play around with the volumes (1.0) is max ;) Once you're happy you can add some background sound like the thunderstorm, birds, tank shots etc.

    Take your time with it... because one { or " missing can lead to silence ;)

    Display More
    Quote from the0rthopaedicsurgeon

    On 11/21/2016 at 8:15 PM, the0rthopaedicsurgeon said: Make sure your soundscape file is called "soundscapes_mapname". Mine didn't work until I added that filename in the manifest either, although weirdly once I uploaded it to the workshop (which skips the manifest), it worked fine.


    You can test the soundscape itself is working, whether or not you have it set up in Hammer or the manifest, by typing "playsoundscape cpt1.inside" in the console.

    EDIT: It works! thank you

  • JakHalz
    • December 17, 2016 at 8:42 PM
    • #11

    The actual path I mentioned before was right, but in the script you have to remove

    doi/sound/

    So the path in the script begins with:

    soundscape\ambience\wind_cold_ambience_01.wav


    My fault I wasnt clear enough ;)

  • Guest
    • December 17, 2016 at 8:42 PM
    • #12
    Quote from JakHalz

    On 12/17/2016 at 10:42 PM, JakHalz said: The actual path I mentioned before was right, but in the script you have to remove

    doi/sound/

    So the path in the script begins with:

    Yes, that was the issue! thanks

  • Andre Valera
    • December 22, 2016 at 10:16 PM
    • #13

    is common / dayofinfamy / doi / sound / soundscapes_bure.txt (example file)

    Is this where the finished soundscape text file goes?

  • the0rthopaedicsurgeon
    • December 22, 2016 at 11:24 PM
    • #14
    Quote from Andre Valera

    1 hour ago, Andre Valera said: is common / dayofinfamy / doi / sound / soundscapes_bure.txt (example file)

    Is this where the finished soundscape text file goes?

    dayofinfamy/doi/scripts is the folder you need

  • Andre Valera
    • December 24, 2016 at 10:45 PM
    • #15

    I found something kind of odd, and maybe it's just me,

    Give this a try (@anyone) and let me know if it behaves the same way

    Create a map example.vmf

    add an env_soundscape(s) and assign "wwii_bastogne_church_belltower" or "wwii_bastogne_bunker_interior" (without quotes) to the Soundscape property. *Note the attached soundscapes_example.txt is a copy of soundscapes_bastogne.txt

    With the soundscapes enabled by default, or even with enabled through a logic_auto entity the darn soundscapes won't play!!!

    I had a couple of ambient generics that were hidden in the background and as soon as I toggled them visible the env_soundscapes work!

    The conclusion is that you have to have an ambient_generic playing from the start to have env_soundscapes work!? I'm really confused by all this


    soundscapes_example.txt

    EDIT:

    If you Compile the map with NO Vvis your soundscapes will not work, otherwise setting your Compile to Normal Vvis will enable the soundscapes!

    I've never noticed this before X(

  • Thrik June 30, 2026 at 11:00 PM

    Approved the thread.

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