Call of Duty 5: Sounds with Line Emitter
Adding sound using a line emitter
Line emitters play a continuous looping sound. Good for rivers, rain, waterfalls etc
Adding the script structs
1. Right click in the 2d screen, scroll down and select script struct.
2. Place the first script struct where you want the line to start.
3. Right click in the 2d screen again and select script struct.
4. Now place the second one where you want the line to end.
5. Now deselect everything by pressing Esc.
Now you need to join them together.
1. High light the first script struct.
2. Now high light the second script struct.
3. With both of them high lighted press 'w'.
You should now see a red line appear with little arrows on it linking the two script structs together, that is your line emitter now created.
4. Press esc to deselect everything and save your map.
Now you need to decide what sound effect you want to use, for this example we are going to use 'brook_00.wav' we also need to add a label to point to the sound effect, so if you look at 'targetname' & 'script_sound' you will see that I have used the label 'brookrun' its better to use a label associated with the SFX sample you are going to use, because its a small stream I have labeled it 'brookrun'.
The next thing to do is to add the key/values to the first script struct which will play a specified sound effect from your 'soundalias' file High light the first script struct, the one with the red arrows pointing away from it and press the 'n' key to bring up the entity window.
These are the four you need to add
KEY VALUE script_label line_emitter targetname brookrun script_sound brookrun script_looping 1
These four are generated automatically
classname script_struct target auto113 angles 0 2.50448e-006 0 struct -1651 1204.7 24
With the second script_struct these four are generated automatically so there is no need to do anything to this one.
KEY VALUE angles 0 2.50448e-006 0 classname script_struct targetname auto113 struct -1651 1910 24
Also note that each script_struct should have its own unique targetname & script_sound, this way it doesn't get confused and try to play several different SFX at the same time, as you can imagine, if every script_struct had the same ones and you added a different sound effect for each one in your soundalias it would try to play all of them at the same time.
The label 'brookrun' is the first thing in the line, this is what the script_struct is looking for so it knows to play the right sound effect, once you have chosen your sound effect then you would change the path accordingly.
Now we need to make the 'soundalias' make a file in 'raw/soundaliases called mp_yourmapsname.csv, remember to replace 'yourmapsname' with the name of your map.
Now copy and paste these lines into your soundalias then save it.
name,sequence,file,platform,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,dist_reverb_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,priority,spatialized,type,probability,loop,masterslave,loadspec,reverb_falloff_curve,subtitle,compression,randomize_type,secondaryaliasname,chainaliasname,volumefalloffcurve,startdelay,speakermap,reverb_send,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage,occlusion_level,min_priority,max_priority,min_priority_threshold,max_priority_threshold # Ambient SFX - Static,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, brookrun,,SFX\amb\brook\brook_00.wav,!wii,0.3,0.4,,,10,250,400,,,,,ambience,90,3d,,,looping,,,curve2,,,,,,curve2,,,,,,,50,100,0.7,0.6,20,80,0.25,1
That is your line emitter all done, Now! If you compile your map you should have a fully working line emitter.