This might fix soundscapes.

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Dark_Knight

Dark_Knight
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It did before, when Industrial's sewers constantly played dog noises. So it's not a sound folder issue, reinstalling gmod would probably fix it but there's a easier way:

Go to garrysmod/garrysmod
backup or rename the "scripts" folder.
rejoin Server 1 and your soundscapes should be fixed to that map, keep in mind that some maps may just have bad soundscapes or will override previously settings.
 
bind "p" stopsound; bind "o" r_cleardecals
everything u need

but anyways, neato. gonna try this.
 
Does unsubscribing to rp_pipryat_hl2 fix this? Isn't that where the ambient glitch came from?
 
LandOfTheFree said:
Does unsubscribing to rp_pipryat_hl2 fix this? Isn't that where the ambient glitch came from?
Probably, oh keep in mind that this worked under City 74/Tacoscript 2 but it's worked for me so far.
 
LandOfTheFree said:
Does unsubscribing to rp_pipryat_hl2 fix this? Isn't that where the ambient glitch came from?
Nope, it's actually a garrysmod issue. It's being fixed in the next update.
 
Captain! said:
bind "p" stopsound; bind "o" r_cleardecals
everything u need

but anyways, neato. gonna try this.
stopsounds is useful but it will only stop soundscapes for a second or two since they start up immediately
 
kiruclanz said:
It's either in data or lua
I couldn't find a scripts folder in either of those two. I did find a scripts folder in Garrysmod/sourceengine, but I don't think that's what I'm supposed to delete judging by it holding more than files relating to soundscapes. Well, I've backed it up, and will bring back the test conclusion shortly.
 
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