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  • [[Category:Audio]] ...support 5.1 and 7.1 natively, include more robust ambient or environmental audio support, and that have enough dynamic control over playing sounds so that w ...
    5 KB (913 words) - 07:59, 12 March 2012
  • [[Image:Nutshell.png]] ''Treyarch have added a lot of custom audio technology to the COD 4 engine that you should understand when designing yo ...ignificantly different from COD 4 in terms of overall power and control of audio in game and should allow you to do some awesome things for your mods. ...
    11 KB (1,958 words) - 16:12, 5 December 2011
  • [[Category:Audio]] ...system is a collection of simple objects that allow you to detail out the audio in a map, in full Surround Sound, without ever needing to create a backgrou ...
    9 KB (1,475 words) - 08:01, 12 March 2012

Page text matches

  • '''To add Lightning strike sky effect (not the FXs but the sky flashes) + Audio''' == Audio == ...
    2 KB (301 words) - 03:49, 29 June 2020
  • * [[Call of Duty 5: SP - Enviromental Audio System|Treyarch Enviromental Audio System]] * [[Call of Duty 5: Audio References|Audio Overview/References]] ...
    2 KB (253 words) - 19:51, 9 February 2012
  • *Update your audio drivers (Google "[make of audio card] [model # of audio card] Drivers"). ...ltek(TM) onboard sound cards and Windows Vista will need to use Microsoft Audio Drivers 6.0, which can be found at [http://www.microsoft.com MICROSOFT]. ...
    7 KB (1,221 words) - 21:32, 28 July 2009
  • ...o to your Zombie Map but note that so far we have not been able to get the audio to work Make sure that the Audio track is cleared!! ...
    1 KB (203 words) - 23:23, 26 July 2017
  • ==In audio editor== Now we need import our non-format file in audio editor as RAW data. I prefer [http://audacity.sourceforge.net/download/ Aud ...
    3 KB (465 words) - 18:48, 4 April 2012
  • *Update your audio drivers (Google "[make of audio card] [model # of audio card] Drivers"). ...ltek(TM) onboard sound cards and Windows Vista will need to use Microsoft Audio Drivers 6.0, which can be found at [http://www.microsoft.com MICROSOFT]. ...
    5 KB (852 words) - 00:38, 4 November 2008
  • # <channel>: the name of the audio channel to apply the eq to. ...
    872 bytes (140 words) - 03:32, 1 August 2009
  • ===Audio Stuff=== ...
    2 KB (380 words) - 00:33, 8 April 2020
  • [[Category:Audio]] ...support 5.1 and 7.1 natively, include more robust ambient or environmental audio support, and that have enough dynamic control over playing sounds so that w ...
    5 KB (913 words) - 07:59, 12 March 2012
  • *[[Call of Duty 5: Audio References|Audio Overview/References]] *[[Call of Duty 5: Audio System Parameters|Audio System Parameters Explained]] ...
    4 KB (595 words) - 12:27, 10 August 2012
  • zm_audio::loadPlayerVoiceCategories("gamedata/audio/zm/zm_vox.csv"); stringtable,gamedata/audio/zm/zm_vox.csv ...
    4 KB (499 words) - 11:25, 10 July 2017
  • ==Input audio== '''Audio requirements''': ...
    6 KB (985 words) - 14:05, 12 January 2012
  • [[Category:Audio]] ...system is a collection of simple objects that allow you to detail out the audio in a map, in full Surround Sound, without ever needing to create a backgrou ...
    9 KB (1,475 words) - 08:01, 12 March 2012
  • ...r for the latest AC97 driver release if you are encountering problems with audio playback. ...ek(TM) onboard sound cards and Windows(R) Vista will need to use Microsoft Audio Drivers 6.0, which can be found at www.microsoft.com ...
    8 KB (1,231 words) - 20:39, 28 October 2008
  • ...r for the latest AC97 driver release if you are encountering problems with audio playback. ...ek(TM) onboard sound cards and Windows(R) Vista will need to use Microsoft Audio Drivers 6.0, which can be found at www.microsoft.com ...
    8 KB (1,236 words) - 13:18, 29 October 2008
  • [[Image:Nutshell.png]] ''Treyarch have added a lot of custom audio technology to the COD 4 engine that you should understand when designing yo ...ignificantly different from COD 4 in terms of overall power and control of audio in game and should allow you to do some awesome things for your mods. ...
    11 KB (1,958 words) - 16:12, 5 December 2011
  • ...into subfolders of <code>ModSound\sound_assets\raw\sound\</code>, streamed audio goes into <code>stream\...</code> and sound fx into <code>SFX\...</code><br #Pack streamed audio as IWD (not covered here).<br>Example for <code>raw\<u>sound\stream\music\m ...
    7 KB (1,117 words) - 00:17, 26 April 2012
  • ...r for the latest AC97 driver release if you are encountering problems with audio playback. ...ek(TM) onboard sound cards and Windows(R) Vista will need to use Microsoft Audio Drivers 6.0, which can be found at [http://www.microsoft.com Microsoft.com] ...
    9 KB (1,501 words) - 21:31, 28 July 2009
  • [[Category:Audio]] ...
    3 KB (524 words) - 17:37, 7 February 2012
  • ...u can find a list of parameters and explanation for each [[Call of Duty 5: Audio System Parameters|HERE]]}} ...
    4 KB (661 words) - 15:01, 16 December 2010
  • * Additional fine-tuning of audio levels for bomb plants/defuses. * SP Audio stuttering on certain systems. ...
    12 KB (1,801 words) - 21:27, 7 November 2011
  • * Make sure your system can successfully play Audio CD's. Some onboard soundcards - Start ->Control panel -> Sounds and audio devices-> options -> properties. Pick Recording and then turn stereo mix ON ...
    14 KB (2,500 words) - 14:48, 16 April 2009
  • *Improved sound initialization for Vista - fixes loss of sound for audio devices set higher than 16 bit 48000 Hz. ...
    8 KB (1,140 words) - 16:53, 28 May 2011
  • [[Category:Audio]] ...
    9 KB (1,351 words) - 17:40, 7 February 2012
  • [[Category:Audio]] ...
    9 KB (1,402 words) - 17:41, 7 February 2012
  • ...velopers will continue to harness in areas like graphics, physics, AI, and audio,” he said, “we are seeing more and more gamers spending their time online p ...
    13 KB (2,194 words) - 19:20, 16 July 2010