Call of Duty 5: Sounds: Difference between revisions

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m (New page: ===Sound Prep=== '''1.''' Create your sound aliases file and convert your sounds if you have custom sounds. <br> '''2.''' Rename your sound aliases file to mp_yourmapname.csv and save it ...)
 
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**When INPUT is "looper" then the sound starts when it is finished and continues the whole game.
**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.''
**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 / ###'''
***'''script_wait_max / ###'''
**** ### is the time in seconds of the max wait time.
**** ### is the time in seconds of the max wait time.

Revision as of 22:42, 11 November 2008

Sound Prep

1. Create your sound aliases file and convert your sounds if you have custom sounds.
2. Rename your sound aliases file to mp_yourmapname.csv and save it in the sound aliases folder.

Radiant

1. Create your script_struct entity where you want the origin of the sound to come from.

  • Right click on the grid -> Script -> Struct

2. Required Key / Value inputs.

  • 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.
1. First create two script_struct entities at the start and end of the line.
2. 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.
3. 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.

  • In the CoDWaWCompileTools go to "Level Compiling" tab and "4. Update Zone File".
  • 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.
  • Play the map.