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Triggerable soundscape
From HalfLife 2 Knowledge Base
First off i hope that if you are reading this then you realize that ambient_generic is not sufficent for ambient sound. Soundscapes are more flexable and advanced They do require scripting and if the level is being include to an exsiting mod (like CS:S) then you need to know how to bspzip.
Soundscapes can play randomized sound, ambient sounds, and add a dsp setting to them. its can be used as a multipoint or an ambient_generice style or as a trigger portal style.
Soundscapes need a text file that is map specific, also the soundscape register for the mod need to be updated, but the problem is that its a text file that has to be manually edited, so if there is more than one custom map that uses soundscapes then the last one that was installed and uses soundscapes overrides the others thus rendering them ruined. So to counter this conflict we bspzip this file into the map so that if someone else mess up that file your map wont be affected. there are two script files that you need to have to make a soundscape for you map. one you need to create the other is the soundscape registry that you need to modify for you map.
First you need to choose the sounds you want to have in your map before you can place a working soundscape. Once you have your desired sounds picked you need to but them into soundscapes_(your map name here. no you can just list the sounds they have to be scripted so that certin ones are played randomly and others at a certin area.
"Yormapsname_area"
{
"playlooping"
{
"volume" ".12"
"pitch" "100"
"wave" "ambient/machines/lab_loop1.wav"
}
"playrandom"
{
"time" "8, 15"
"volume" "0.3,0.5"
"pitch" "100"
"soundlevel" "SNDLVL_NORM"
"rndwave"
{
"wave" "npc/headcrab/alert1.wav"
"wave" "npc/headcrab/idle1.wav"
"wave" "npc/headcrab/idle2.wav"
"wave" "npc/headcrab/idle3.wav"
}
}
}
soundscapes_manifest

