Call of Duty 5: Sounds: Difference between revisions
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[[Image:Nutshell.png]] This tutorial will explain how to had sounds for your Levels using Script_Struct Entities. | [[Image:Nutshell.png]] This tutorial will explain how to had sounds for your Levels using Script_Struct Entities. | ||
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[[Image:Warning.png]] <font color="red" size="3">This doesnt seem to be working at present. See [ | [[Image:Warning.png]] <font color="red" size="3">This doesnt seem to be working at present. See [[Call of Duty 4: Sounds|Here]] for a COD4 Tutorial that works!</font> | ||
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=== For Custom Sounds === | === For Custom Sounds === | ||
Revision as of 13:06, 19 January 2009
This tutorial will explain how to had sounds for your Levels using Script_Struct Entities.
This doesnt seem to be working at present. See Here for a COD4 Tutorial that works!
For Custom Sounds
- In order to use custom sounds in CoD:WaW one must use the following format:
WAV ADPCM 44100Hz 4bit Stereo
- The procuded files of 1 minutes corresponds to approximatly 2Mb.
- Find more infos on ADPCM codecs HERE
In Radiant
First you need to create your script_struct entity where you want the origin of the sound to come from.
- Right click on the grid -> Script -> Struct
- Now you need to input the required Keys/Values, select the SCript_struct newly created and bring up Entity property window using 'n'
- Add the following:
classname / script_struct
This is automatically generated by the selection.
targetname / INPUT
INPUT is the name of the sound in your mp_yourmapname.csv file in sound aliases.
script_sound / INPUT
INPUT is the name of the sound in your mp_yourmapname.csv file in sound aliases.
script_label / INPUT
When INPUT is "looper" then the sound starts when it is finished and continues the whole game.
When INPUT is "random" then it will randomly pick what sound to play under the previous tag, there can be more than 1.
If you select random then you also need the following two key / values.
script_wait_max / ###
### is the time in seconds of the max wait time.
script_wait_min / ###
### is the time in seconds of the min wait time.
Another option for Sounds along a line
This would be useful for power lines or wind.
- First create two script_struct entities at the start and end of the line.
- Now connect these two entities by Selecting the start script_struct then selecting the other. With both selected press "W" to connect them and a red line should appear with arrows pointing away from the first one selected to the second one.
- Fill in the source script_struct with these Keys / Values.
''' classname / script_struct''' ''' script_label / line_emitter''' ''' target / auto#'''
- will be automatically filled in when you connect them.
''' script_looping / 1''' ''' targetname / INPUT''' ''' script_sound / INPUT'''
Zone File
Be sure to update your zone file so the sounds are packaged.
- Open up your Zone File found in
C:\Program Files\Activision\Call of Duty - World at War\zone_source\
- To include your sound aliases file type in
sound,mp_yourmapname,,all_mp!
- Now include your sound files with
sound,mp_yourmapname/yoursoundname.wav
- This assumes your custom sounds are in the folder "mp_yourmapname", if the sounds are not custom then you can skip that step.
- Compile and Play the map.
From Treyarch's Wiki, modified by Zeroy. 14:41, 4 December 2008 (UTC)