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World at War: SP Sound Effects
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[edit] Playing Sounds From a single Location
Example:
Creating a looping fire sound. (useful for barrel fires etc)
[edit] Radiant
We use script_stuct to define where our sound plays:
script_sound small_02 script_looping 1 script_label looper targetname looper_loop classname script_struct
(small_02 is the name of the sound that we are calling from our sound alias, use whatever sound you are using)
[edit] Soundalias
raw/soundaliases/mymapname.csv
name,platform,file,sequence,vol_min,vol_max,dist_min,dist_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,volume_min_falloff_curve,volumefalloffcurve,reverb_send,dist_reverb_max,reverb_min_falloff_curve,reverb_falloff_curve,pitch_min,pitch_max,randomize_type,spatialized,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,chainaliasname,startdelay,speakermap,lfe percentage,center percentage,envelop_min,envelop_max,envelop percentage,occlusion_level,occlusion_wet_dry,real_delay,distance_lpf,move_type,move_time,min_priority,max_priority,min_priority_threshold,max_priority_threshold,,isbig ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, # Ambient,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, small_02,,SFX\Destruction\fires\small\small_02.wav,,1,1,50,500,,,,,ambience,,curve2,,,,,1,1,,3d,,,looping,,,,,,,,,,,,,,,,,,,,5,10,0.15,0.85,, ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,, ,,,,,,,,,,,,,,,,, ,,,,,,,,,,,,,,,,,
This is the line that we add to our soundalias to define the sounds name and location of the sound file.
Zone Source
In yourmapname.csv include:
sound,mymapname,mymapname,all_sp
