Call of Duty 4: Sounds
Adding Sounds
2 Techniques reviewed here:
- Using GSCs
- Using Radiant & Script_Origin
Using GSCs
Some sound found in 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:
#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
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:
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!