![]() These stacks can automatically get information from the cached music like your tracks' total length or the elapsed time that a track is playing for. We'll take a look at the operator stacks that will let us sync our cached music tracks or music variations or loops automatically. ![]() Let me briefly summarize some of the key features we'll be talking about:ġ. Due to the introductory nature of this guide, I can only spot some of the most interesting or known features of this system in Portal2, however, the scope these operator cover is truly large, being possible to achieve almost whatever sound effect, mix or music behaviour! You can write group of instructions called 'soundentries' into a soundscript file and combine them in maaaany different ways. The main advantage of this system is the possibility of programming your map's entire music to be played automatically and mixed softly and synced as the player goes through the map. Alex Vlachos from VALVe for his valuable support and help on each and every single time that I wrote to him asking for help! ![]() Eternally grateful for coming up with a patch for making Portal2 to read a soundscript file per map automatically, like the rest of VALVe games already do. Mike Morasky from VALVe for answering my e-mails and for helping me to understand this sound system, even being a top busy person. how to pack your custom music and soundscripts into your map file in order to make it ready for the Workshop. how to implement the system into your hammer editor what's possible to achieve with this sound system Nonetheless, let me insist: it is only an 'Introduction guide' given the complexity of this system and my lack of knowledge about it so far. This guide will try to explain how this complex sound system works in Portal2. ".the sound operator stacks are therefore somewhat different from those used in Dota2 or CSGO and will be even more different from the newer versions going forward". When they implemented it into Portal2, this advanced sound system was only the first prototype, and in Mike Morasky words: VALVe created the Sound Operators to produce complex behaviors with the music and sounds as the player gets through the levels. Nonetheless please don't hesitate to comment anything that you think I obviated thanks. It deserves a cooperation between all of us to clarify and define these "stacks" and to understand them better and to use them in new ways.Įven being an introduction guide, it's an advanced type of guide, meaning that I'll be assuming you are an experienced Hammer editor user, and won't stop much in "mapping details". I think music is a very interesting part of mapping, and this sound system based in the so called "operator stacks" is amazingly powerful to immerse players in your map's environments. My intention is only to share what I've found and what I know so far, but this is only the tip of the iceberg, I truly hope the community will help this thread to continue being written. I hope it's all well written though and that it sounds clear, because it has been a real pain to give all this a certain order. I must admit I still have to understand a LOT of this system myself, so I'd like to remark the humbleness contained in this guide. This is from all points of view only an introduction guide. It's been many months digging into Valve's soundscript files and in the internet to be able to understand this minimally, and there are a lot of things I haven't found anywhere, misleading information and many mixed concepts, which is very frustrating. I decided to write all this HUGE wall of text because I simply wanted this to be written down for future mappers interested in this system and its extraordinary amount of features. ![]() Quote from josepezdj on April 30, 2015, 9:09 am
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