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[TF2] Soundscape Fixer


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Napisano 10.12.2014 21:44

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<div><font size="6">[TF2] Soundscape Fixer <font size="4">(1.1.5 10/12/2014)</font><br /></font><br /><font size="6"><font size="6"><font size="4"><font size="6"><font size="4"><font size="1"><font size="2">I got bored of waiting and made this recently. It seems to be working well on the server I admin so I am releasing it to everyone.<br /><br /></font></font></font></font></font></font><font size="4">Description<br /></font></font><font size="6"><font size="4"><font size="6"><font size="4"><font size="1"><font size="2"><br /></font></font></font></font><font size="1"><font size="2">A plugin to get most soundscapes working while valve sort out the ongoing issues. <br />It plays the appropriate soundscape to players based on their position, taking into account the radius and visibility of nearby soundscapes.<br /><br /><font size="4">Features<br /></font></font></font></font></font><ul><li>Bring the life back to custom maps! :)</li>
<li><font size="2">Full support</font> for basic playlooping env_soundscape, env_soundscape_proxy and env_soundscape_triggerable entities</li>
<li>Support for volume and pitch values defined in the map</li>
<li>/volume command for changing the volume of soundscapes</li>
<li>One line per map configuration*<ul><li>*90% of the time - see unsupported things</li>
</ul></li>
<li>Small API for more complex maps that dynamically enable/disable soundscapes (e.g clocktown)</li>
</ul><font size="4">Unsupported things</font><br /><ul><li>playrandom, playsoundscape and any sound type other than playlooping</li>
<li>dsp, soundlevel are ignored</li>
<li>Positional soundscapes will play from the player</li>
<li>No crossfading between soundscapes</li>
<li>Currently only one sound per soundscape will play. Others will be ignored</li>
<li><b>Dynamic enabling/disabling of soundscapes is not detected. Custom code is needed to hook the entities that are enabling/disabling soundscapes on a per map basis.</b></li>
</ul><font size="4">Installation<br /></font><ol style="list-style-type: decimal"><li><font size="2">Copy soundscapes.smx to plugins</font></li>
<li><font size="2">Copy soundscapes-clocktown.smx to plugins if you have clocktown on your map rotation</font></li>
<li><font size="2">Copy soundscapes_config.txt to configs and update for your map rotation (see below)</font></li>
<li><font size="2">Copy soundscapes.inc to scripting/includes if you want to make a plugin that uses the natives<br /></font></li>
<li><font size="2">Load a new map</font></li>
<li><font size="2">Enjoy the music :)<br /></font></li>
</ol><br /><font size="4">Configuration</font><br /><br />In order to work, soundscape fixer just needs to know where each maps soundscape script lives.<br />You can find this out by opening the .bsp file with Pakrat and checking the scripts folder, or by asking the map creator.<br />If all else fails &quot;scripts/soundscapes_[map name].txt&quot; is a good first guess.<br /><br />The config file is expected to be located at &quot;configs/soundscapes_config.txt&quot; and take the following form:<br /><br /><!-- BEGIN TEMPLATE: bbcode_code_printable -->
<div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px">Code:</div>
<hr /><code style="margin:0px" dir="ltr" style="text-align:left">&quot;Soundscapes&quot;<br />{<br />&nbsp; &quot;map name&quot; &quot;script location&quot;<br />&nbsp; &quot;map name2&quot; &quot;script location2&quot;<br />... etc<br />}</code><hr />
</div>
<!-- END TEMPLATE: bbcode_code_printable -->An example file is attached which contains the locations of the scripts of several maps.<br /><font size="5"><font size="3"><font size="2"><br /><font size="5"><font size="4">Tested Maps</font><br /><font size="2">The plugin should work fully in the following maps:<br /></font></font></font></font></font><ul><li><font size="2">trade_clocktown_b2a</font></li>
<li><font size="2">trade_hyrule_oot3d_alpha_5a</font></li>
<li><font size="2">trade_franticfactory_v3p</font></li>
<li><font size="2">rusty_bucket_bay</font></li>
<li><font size="2">dm_mariokart3_v1</font></li>
<li><font size="2">dm_mariokart2_b3</font></li>
<li><font size="2">trade_windfallisland_final</font></li>
</ul><font size="4">Commands</font><br /><font size="2">sm_volume - changes volume of soundscapes that are played (0 - 1)<br /><br /></font><br /><font size="2"><font size="5"><font size="4">API<br /><font size="2">As far as i am aware there are no outputs for when soundscapes are enabled or disabled, meaning there is nothing for this plugin to hook to determine whether a soundscape should be played.<br /><br />To work around this, the plugin i</font></font><font size="3"><font size="2">ncludes a few natives that allow soundscapes to be enabled and disabled using their name or entity id. This can fix maps with dynamic soundscapes by hooking the outputs of entities that are enabling/disabling soundscapes and calling the appropriate native to tell the plugin about the soundscapes new state.<br /><br />Their documentation can be found in the inc file.<br /><br />For enabling/disabling soundscapes on map load, there is also a OnSoundscapesLoaded() forward, which is called after the maps soundscapes have been found. <br /><br />An example plugin that fixes the dynamic day soundscapes in clocktown (trade_clocktown_b2a) is attached.<br /></font></font></font><br /><font size="4">Problems?<br /><font size="2">Feel free to ask if you have any problems. This is my first released plugin, and I would like to support it for as long soundscapes are broken.</font><br /></font></font></div>


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<a href="http://www.sourcemod...39"><strong>GetPlugin</strong></a> or
<a href="https://forums.allie...1418244134">GetSource</a> (soundscapes.sp - 16.5 KB)


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<a href="http://www.sourcemod...40"><strong>GetPlugin</strong></a> or
<a href="https://forums.allie...1418244134">GetSource</a> (soundscapes-clocktown.sp - 3.4 KB)


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<a href="https://forums.allie...dscapes.inc</a>(1.0 KB)


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<a href="https://forums.allie..._config.txt</a>(531 Bytes)


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