Call of Duty 4: Sounds: Difference between revisions
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{{warning_forpro}} | {{warning_forpro}} | ||
{{Note|2 Techniques reviewed here:}} | |||
*Using GSCs | *Using GSCs | ||
*Using Radiant & Script_Origin | *Using Radiant & Script_Origin | ||
==Using GSCs== | ==Using GSCs== | ||
{{Note|Some sound found in <code>raw/soundaliases/multiplayer.csv</code> or <code>common.csv</code> cannot be used directly in custom because they are set for specific stock SP and MP maps, example:}} | |||
<pre> | <pre> | ||
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Note on this example the soundalias is set to the SP map/level '''launchfacility_b''' | Note on this example the soundalias is set to the SP map/level '''launchfacility_b''' | ||
The solution (as long as the .wav is in the main/iw_xx.iwd) is to create your own soundaliases file. Example for added sound for uber computer sound) | The solution (as long as the .wav is in the <code>main/iw_xx.iwd</code>) is to create your own soundaliases file. Example for added sound for uber computer sound) | ||
'''1.''' create a file called <b>whatever</b>.csv under raw/soundaliases | '''1.''' create a file called <b>whatever</b>.csv under raw/soundaliases | ||
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<pre> | <pre> | ||
name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,volumefalloffcurve,startdelay,speakermap,reverb,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage | |||
#Emitters,,,,,,,,,,,,,,,,,,,,,,,,, | #Emitters,,,,,,,,,,,,,,,,,,,,,,,,, | ||
emt_whopper_comp,,amb_emitters/emt_whopper_computer1.wav,1,1,max,1,1,100,720,auto,streamed,,rlooping,,all_mp,,,,,,,,0.2,,,75,200,0.65 | emt_whopper_comp,,amb_emitters/emt_whopper_computer1.wav,1,1,max,1,1,100,720,auto,streamed,,rlooping,,all_mp,,,,,,,,0.2,,,75,200,0.65 | ||
</pre> | </pre> | ||
{{Warning|Note the change in the line from '''launchfacility_b''' to '''all_mp''' to allow for the sound in your custom map.}} | |||
'''3.''' If you dont already have on, create a file in raw/maps/mp/ called mp_mapname_fx.gsc, put/add this to it: | '''3.''' If you dont already have on, create a file in raw/maps/mp/ called mp_mapname_fx.gsc, put/add this to it: | ||
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<b>mp_mapname is your map name</b> | <b>mp_mapname is your map name</b> | ||
'''4.''' Again, if not already there create a file under raw/maps/createfx/ called mp_mapname_fx.gsc, put/add this to it: | '''4.''' Again, if not already there create a file under <code>raw/maps/createfx/</code> called <code>mp_mapname_fx.gsc</code>, put/add this to it: | ||
<pre> | <pre> | ||
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<b>X, Y, Z</b> are the coordinate of where you want the origin of the sound to come from. | <b>X, Y, Z</b> are the coordinate of where you want the origin of the sound to come from. | ||
'''5.''' Finally add this to your zone_source/mp_mapname.csv: | '''5.''' Finally add this to your <code>zone_source/mp_mapname.csv</code>: | ||
<pre> | <pre> | ||
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'''6.''' Compile! | '''6.''' Compile! | ||
--[[User:Zeroy|Zeroy.]] 14:44, 15 October 2008 (UTC) | --[[User:Zeroy|Zeroy.]] 14:44, 15 October 2008 (UTC) | ||
[[Category:Call of Duty 4]] | |||
[[Category:Modtools]] | |||
[[Category:Radiant]] | |||
[[Category:Advanced Editing]] | |||
[[Category:Sounds]] |
Latest revision as of 23:31, 15 April 2009
- Using GSCs
- Using Radiant & Script_Origin
Using GSCs
raw/soundaliases/multiplayer.csv
or common.csv
cannot be used directly in custom because they are set for specific stock SP and MP maps, example:emt_whopper_comp,,amb_emitters/emt_whopper_computer1.wav,1,1,max,1,1,100,720,auto,streamed,,rlooping,,launchfacility_b,,,,,,,,0.2,,,75,200,0.65
Note on this example the soundalias is set to the SP map/level launchfacility_b
The solution (as long as the .wav is in the main/iw_xx.iwd
) is to create your own soundaliases file. Example for added sound for uber computer sound)
1. create a file called whatever.csv under raw/soundaliases
2. Add the following in the empty file:
name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,volumefalloffcurve,startdelay,speakermap,reverb,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage #Emitters,,,,,,,,,,,,,,,,,,,,,,,,, emt_whopper_comp,,amb_emitters/emt_whopper_computer1.wav,1,1,max,1,1,100,720,auto,streamed,,rlooping,,all_mp,,,,,,,,0.2,,,75,200,0.65
3. If you dont already have on, create a file in raw/maps/mp/ called mp_mapname_fx.gsc, put/add this to it:
main() { level.scr_sound["emt_whopper_comp"] = "emt_whopper_comp"; /# if ( getdvar( "clientSideEffects" ) != "1" ) maps\createfx\mp_mapname_fx::main(); #/ }
mp_mapname is your map name
4. Again, if not already there create a file under raw/maps/createfx/
called mp_mapname_fx.gsc
, put/add this to it:
//_createfx generated. Do not touch!! main() { ent = maps\mp\_utility::createOneshotEffect( "light_shaft_dust_large" ); ent.v[ "origin" ] = (X, Y, Z); ent.v[ "angles" ] = ( 270, 0, 0 ); ent.v[ "fxid" ] = "light_shaft_dust_large"; ent.v[ "delay" ] = -15; ent.v[ "soundalias" ] = "emt_whopper_comp"; }
X, Y, Z are the coordinate of where you want the origin of the sound to come from.
5. Finally add this to your zone_source/mp_mapname.csv
:
sound,whatever,,all_mp
6. Compile!
--Zeroy. 14:44, 15 October 2008 (UTC)