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Source SDK - Counter Strike: Global Offensive Soundscapes (part 2)

To those of you who are building maps for Counter-Strike: Global Offensive, you may need some background sounds to your levels aka. soundscapes. I have made this video it make it easier to hear a small preview of how they sounds and in which environment they are used. Soundscapes with POS in them use location specific sounds, which moves with the players location and angle to the soundscapes coordinates. Soundscapes with DIR in them use some sort of direction specific sounds, which is just sounds coming from or shifting direction based on the players angle to the environment based on the soundscape. Soundscapes with ORIGIN in them use location specific sounds, a bit like POS, but will play everywhere as long as the player can see it and it is defined by within the sound scripts and can therefore not be moved around in the world like POS sounds would. Some soundscapes may be excluded, either because of the lack of sound, identical or too similar to another one, may not work at all or something else. Those soundscapes excluded are listed below. Listen with headphones for clearer details For more information about the soundscapes in Counter-Strike: Global Offensive and soundscapes in general: https://developer.valvesoftware.com/wiki/List_of_CS:GO_Soundscapes https://developer.valvesoftware.com/wiki/Soundscape ────────────────────────────────────────­­───────────────── Subscribe: https://bit.ly/30ex9Nl Donate: https://bit.ly/3knJbMZ Website: https://bit.ly/2tMXi9H Discord: https://bit.ly/2NiUGYe Steam: https://bit.ly/30bw6gS ────────────────────────────────────────­­───────────────── Soundscape sections in order: 00:05 - dust2_new.indoors 00:20 - dust2_new.outdoors 00:35 - dust2_new.BBomb 00:50 - dust2_new.BDoors 01:05 - dust2_new.ctstart 01:20 - dust2_new.ABomb 01:35 - dust2_new.LongA 01:50 - dust2_new.UnderA 02:05 - dust2_new.MidDoors 02:20 - dust2_new.lowertunnel 02:35 - dust2_new.UpperTunnel 02:50 - dust2_new.OutsideTunnel 03:05 - dust2_new.LongTunnel 03:20 - dust2_new.LongDoors 03:35 - dust2_new.OutsideLong 04:50 - dust2_new.topmidtunnel 04:05 - dust2_new.TStart ────────────────────────────────────────­­───────────────── Excluded soundscapes: // soundscapes_dust2_new.txt dust2_new.MidDoors dust2_new.ShortStairs dust2_new.Middle dust2_new.TopMid ────────────────────────────────────────­­───────────────── I do not claim to own any of the copyrighted material used in this video.

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год назад

To those of you who are building maps for Counter-Strike: Global Offensive, you may need some background sounds to your levels aka. soundscapes. I have made this video it make it easier to hear a small preview of how they sounds and in which environment they are used. Soundscapes with POS in them use location specific sounds, which moves with the players location and angle to the soundscapes coordinates. Soundscapes with DIR in them use some sort of direction specific sounds, which is just sounds coming from or shifting direction based on the players angle to the environment based on the soundscape. Soundscapes with ORIGIN in them use location specific sounds, a bit like POS, but will play everywhere as long as the player can see it and it is defined by within the sound scripts and can therefore not be moved around in the world like POS sounds would. Some soundscapes may be excluded, either because of the lack of sound, identical or too similar to another one, may not work at all or something else. Those soundscapes excluded are listed below. Listen with headphones for clearer details For more information about the soundscapes in Counter-Strike: Global Offensive and soundscapes in general: https://developer.valvesoftware.com/wiki/List_of_CS:GO_Soundscapes https://developer.valvesoftware.com/wiki/Soundscape ────────────────────────────────────────­­───────────────── Subscribe: https://bit.ly/30ex9Nl Donate: https://bit.ly/3knJbMZ Website: https://bit.ly/2tMXi9H Discord: https://bit.ly/2NiUGYe Steam: https://bit.ly/30bw6gS ────────────────────────────────────────­­───────────────── Soundscape sections in order: 00:05 - dust2_new.indoors 00:20 - dust2_new.outdoors 00:35 - dust2_new.BBomb 00:50 - dust2_new.BDoors 01:05 - dust2_new.ctstart 01:20 - dust2_new.ABomb 01:35 - dust2_new.LongA 01:50 - dust2_new.UnderA 02:05 - dust2_new.MidDoors 02:20 - dust2_new.lowertunnel 02:35 - dust2_new.UpperTunnel 02:50 - dust2_new.OutsideTunnel 03:05 - dust2_new.LongTunnel 03:20 - dust2_new.LongDoors 03:35 - dust2_new.OutsideLong 04:50 - dust2_new.topmidtunnel 04:05 - dust2_new.TStart ────────────────────────────────────────­­───────────────── Excluded soundscapes: // soundscapes_dust2_new.txt dust2_new.MidDoors dust2_new.ShortStairs dust2_new.Middle dust2_new.TopMid ────────────────────────────────────────­­───────────────── I do not claim to own any of the copyrighted material used in this video.

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