Soundscapes, A map, and Pakrat

Trying to fix soundscapes on an existing map by packing the manifest file it came with into the bsp, and then packing the allotted soundscape txt’s with it. One of the txt’s happens to be one made by Valve.

Been testing it on singleplayer so far.

After loading the map, the sounds worked. However, something was off with them. The sounds wouldn’t change after walking indoors, kept playing the outdoor sound. After a map restart, and every time I’ve loaded the map since, I get spammed with this error:

KeyValues Error: LoadFromBuffer: missing { in file scripts/soundscapesblahblahblah.txt

And no sounds play anymore.

Fix Anyone?

EDIT: Got one of the soundscapes working. Problem now is it only constantly plays the outdoor soundscape along with random sound bits. It will not switch over the indoor soundscape?

The CSS Soundscape part of the map is also returning this error nonstop:
KeyValues Error: LoadFromBuffer: missing { in file scripts/soundscapes_italy.txt
(playlooping), (wave), (rndwave),

What game configuration is this on? Is this a custom soundscape script?

Custom script. It will play the outside sound now, but it constantly plays it now, even indoors. Not returning any errors in the console.
I primarily want it to switch over to dark1.wav when you go indoors.


// aim_zavod_yantar_v2 soundscapes
// Author: Saidteshnologi>BY<, Saidteshnologi Home Studios, Inc., July 2008


//------------------------------------------------------------------------------------------
//
"zavod_yantar.toxic"
{
	"playsoundscape"
	{
		"name" "zavod_yantar.outdoors"
		"volume"	"0.5"

	}

	"playrandom"
	{
		"position"	"0"
		"volume"	"1.0"
		"pitch"		"100"
		"time"		"0.1, 0.5"
		"pitch"		"100"
		"soundlevel"	"SNDLVL_150dB"
		"rndwave"
		{
			"wave" "zavod_yantar/geiger_1.wav"
			"wave" "zavod_yantar/geiger_3.wav"
			"wave" "zavod_yantar/geiger_5.wav"
			"wave" "zavod_yantar/geiger_8.wav"
			"wave" "zavod_yantar/geiger_2.wav"
			"wave" "zavod_yantar/geiger_4.wav"
			"wave" "zavod_yantar/geiger_6.wav"
			"wave" "zavod_yantar/geiger_7.wav"

		}
	}
	
}

"zavod_yantar.kamaz"
{
	"dsp"	"1"

	"playsoundscape"
	{
		"name" "zavod_yantar.outdoors"
		"volume"	"0.6"

	}

	"playsoundscape"
	{
		"name" "zavod_yantar.toxic"
		"positionoverride"	"0"
	}

	"playlooping"
	{
		"position"		"1"	
		"pitch"			"100"
		"volume"		"1.0"
		"soundlevel"  	"SNDLVL_75dB"
		"wave"			"ambient/machines/big_truck.wav"
	}
	
}

"zavod_yantar.outdoors"
{
	"dsp"	"0"

	"playlooping"
	{
		"volume"		"0.4"
		"pitch"		"100"
		"wave"		"zavod_yantar/atmosfere/howling_wind_12.wav"
	}



//	"playrandom"
//	{
//
//		"time"		"1,2"
//		"volume"		"3.0,5.0"
//		"pitch"		"85,100"
//
//		"rndwave"
//		{
//
//			"wave"	"zavod_yantar/random/rnd_cat2.wav"
//			
//		}
//	}


	"playrandom"
	{

		"time"		"2,8"
		"volume"		"0.1,0.3"
		"pitch"		"85,100"

		"rndwave"
		{
			"wave"	"zavod_yantar/random/crow1.wav"
			"wave"	"zavod_yantar/random/crow2.wav"
			"wave"	"zavod_yantar/random/crow3.wav"
			"wave"	"zavod_yantar/random/owl_1.wav"
			"wave"	"zavod_yantar/random/owl_2.wav"
			"wave"	"zavod_yantar/random/owl_3.wav"
			"wave"	"zavod_yantar/random/rnd_dog.wav"
			"wave"	"zavod_yantar/random/rnd_dog1.wav"
			"wave"	"zavod_yantar/random/rnd_dog2.wav"
			"wave"	"zavod_yantar/random/rnd_dog3.wav"
			"wave"	"zavod_yantar/random/rnd_bird1.wav"
			"wave"	"zavod_yantar/random/rnd_bird2.wav"
			"wave"	"zavod_yantar/random/rnd_krik4.wav"
			"wave"	"zavod_yantar/random/rnd_krik7.wav"
			"wave"	"zavod_yantar/random/rnd_krik8.wav"
			"wave"	"zavod_yantar/random/rnd_krik9.wav"
			"wave"	"zavod_yantar/random/rnd_shooting_3.wav"
			"wave"	"zavod_yantar/random/rnd_shooting_4.wav"
			"wave"	"zavod_yantar/random/rnd_swamp.wav"


		}
	}

	


	"playrandom"
	{

		"time"		"10,25"
		"volume"		"1"
		"pitch"		"85,100"

		"rndwave"
		{
			
			"wave"	"zavod_yantar/random/rnd_boar2.wav"
			


		}
	}

	"playlooping"
	{

		"volume"		"0.8"
		"pitch"		"100"
		"wave"		"ambient/tankidle2.wav"

		"soundlevel"  	"SNDLVL_80dB"
		"position"	"0"
		// the apcs
				
	}

}

"zavod_yantar.indoors"
{

	"playlooping"
	{
		"volume"		"0.7"
		"pitch"		"100"
		"wave"		"zavod_yantar/atmosfere/dark_1.wav"
	}


//	"playlooping"
//	{
//		"volume"		"0.45"
//		"pitch"		"100"
//		"wave"		"zavod_yantar/atmosfere/electra_idle1.wav"
//	}

	"playrandom"
	{

		"time"		"16,24"
		"volume"		"0.4,0.5"
		"pitch"		"80,100"

		"rndwave"
		{
			"wave"	"zavod_yantar/random/hit_2.wav"
			"wave"	"zavod_yantar/random/rnd_polter.wav"
			"wave"	"zavod_yantar/random/rnd_rat_panic_3.wav"


		}

	}

	"playrandom"
	{

		"time"		"15,30"
		"volume"		"0.2,0.3"
		"pitch"		"80,95"

		"rndwave"
		{
			"wave"	"zavod_yantar/random/x18_footsteps.wav"
			"wave"	"zavod_yantar/random/x18_noise_1.wav"
			"wave"	"zavod_yantar/random/x18_noise_2.wav"
			"wave"	"zavod_yantar/random/switch_1.wav"
			"wave"	"zavod_yantar/random/rnd_m-16_4.wav"
			
		}
	}

	"playrandom"
	{

		"time"		"8,20"
		"volume"		"0.1,0.4"
		"pitch"		"85,100"

		"rndwave"
		{
			"wave"	"zavod_yantar/random/rnd_drop_1.wav"
			"wave"	"zavod_yantar/random/rnd_drop_2.wav"
			"wave"	"zavod_yantar/random/rnd_drop_3.wav"
			"wave"	"zavod_yantar/random/rnd_drop_4.wav"
			"wave"	"zavod_yantar/random/rnd_drop_5.wav"
			"wave"	"zavod_yantar/random/rnd_drop_6.wav"
			


		}
	}


	
}


Ok, tweaked the soundscapes a bit. The soundscape file judging indoor building sounds was actually cs_italy.

I packed everything in the map again and tested it in epsiode 2. Everything works flawlessly.

I take the same map, load it up in garry’s mod, and now it’s only playing the outdoor soundscape. It won’t even stop playing when I go in an underpass, or the underground base, which it’s supposed to do.

EDIT: I’m not 100% sure, but I think I found the cause of the problem with why custom soundscapes packed into maps don’t work on Garry’s Mod.
The soundscapes_manifest.txt in the Garry’s Mod scripts folder is overriding the manifest file in the map, while HL2 and EP2 read the manifest in the map over the manifest in the GCF/Game folders. IF I try to edit the soundscapes_manifest.txt in my Garry’s Mod folder, it reverts it back to the default (Seen here https://raw.github.com/garrynewman/garrysmod/master/garrysmod/scripts/soundscapes_manifest.txt).

I remember this wasn’t the case last year, because these same maps had working soundscapes back then.

Reviving and old thread again—any update on this? I can’t seem to pack any of my soundscript into the bsp. So frustrating. I don’t want to have to have 3 different ambient generic set ups with triggers and crap.

You need to add your custom soundscape in the soundscapes_manifest.txt

When packing a soundscape into your bsp remember that the filename must be the same as the map. Also make sure the soundscape is properly declared in the manifest file (between the brackets, without // at the beginning of the line)

heres a working example form a map i made

and inside the soundscapes manifest is a line that says
“file” “scripts/soundscapes_ttt_summermansion_b3.txt”

You guys rock-thanks so much! I must have just never actually put the name of my map in the manifest. Do I use the HL2 manifest file and just add the name to that and pack it all in? I don’t see one in the gmod VPK…

I will try and get it all working and posted this weekend.

I used the cs:s manifest, not sure it matters too much as long as it has your maps line