Posted by Lost
This may be relevant to your issue:
env_soundscape
Soundscapes are generally implemented with env_soundscape. Its keyvalues, inputs etc. should be self-explanatory.
The active env_soundscape is the one that the player:
1. Has direct line of sight to
2. Is in range of
3. Is closest to (in case of a tie)
When an env_soundscape ceases to be active, the soundscape it began persists until another one is begun or the map changes.
[Valve Dev Wiki] If you don't have any other soundscapes then it'll keep playing the first one till another has been triggered or you enter the others radius to be activated.
*Note, coming from a person with rather minor experience with soundscapes, never had a need as I'm more of a structure person.
WTH this is stupid thing, what if a person does not have another soundscape in his map, also then there is no significance of "radius" if there is only one soundscape.
BTW thanks for the answer.
Posted by Lost
Then perhaps a soundscape isn't what you should be using but rather normal ambient_generics to play sounds within a fixed radius.
But I can't find the sound file when I try to use ambient_generic.
Edit:-
I tried playing the sound through ambientgeneric but there was no sound. I think the soundscapes cannot be played using ambientgeneric, also, if the did then there would have been no use of the env_soundscape entity.
Envsoundscape will play general ambient sounds for the whole area, but you can also specify certain spots for it to play certain sounds specified in the soundscape text file.
If there is more than one envsoundscape in an area, it will play the one closest to you. Unless you're using funcareaportals then I wouldn't bother using this if you only want a sound to play within a radius.
What you'd want to use, as Lost said, is an ambientgeneric. These can also be made to play everywhere by ticking a flag if you want to. If the sound is a looping sound, then due to a bug you must use a logic_auto to activate it at the start of the round with OnMapSpawn.
The only properties you'll really want to change would be the sound name (which you can browse for), the volume and the radius. If the sound isn't looped than be sure to check the "Is NOT Looped" flag.