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Forum: All Forums : Call of Duty
Category: CoD Mapping
CoD mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: How to get music on?
Gen.pitbull
General Member
Since: Jan 25, 2009
Posts: 86
Last: Mar 23, 2011
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Level 3
Category: CoD Mapping
Posted: Friday, May. 22, 2009 09:53 am
can you help me? i have seen a couple of servers playing music as the game is going. how do i program music into my game server?any info will help[sniper]
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irishstorm
General Member
Since: Jan 19, 2009
Posts: 128
Last: Feb 25, 2011
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Level 4
Category: CoD Mapping
Posted: Friday, May. 22, 2009 09:58 am
you could try use self playlocalsound("what ever");
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Gen.pitbull
General Member
Since: Jan 25, 2009
Posts: 86
Last: Mar 23, 2011
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Level 3
Category: CoD Mapping
Posted: Friday, May. 22, 2009 01:52 pm
but do i make the songs into a pk.3 file or what and where am i going to find the local sounds at? and ty for the help[jumping]
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oppdelta
General Member
Since: Jun 3, 2007
Posts: 143
Last: Apr 27, 2011
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Level 4
Category: CoD Mapping
Posted: Friday, May. 22, 2009 04:49 pm
you could just replace the ambient sound files xD


Don't know off top of my head, but they shoudl be in pak1/2 and pakuo2
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GomerPyle
General Member
Since: Oct 1, 2006
Posts: 357
Last: Jul 14, 2011
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Level 5
Im a fan of MODSonair
Category: CoD Mapping
Posted: Saturday, May. 23, 2009 12:47 am
Are you looking for music that just plays in the background or at specific times or places?

For background music you'll need to create the wav or mp3 file. Make a new folder called sound and in that folder create a new folder called ambient. Everyone has there own way of doing it but this is how I do it.

Place your sound file in the ambient folder. Open your soundloadspecs folder and add this line, yourmapname.csv to it.

In your maps main folder create a soundaliases folder. In that folder create a file, using notepad or similar program, yourmapname.csv that matches the one you put in the soundloadspecs folder. Cut and paste the following code to start the file and change my map name to yours:

Code:
,name,name of the alias that is used to play this sound (required)
,sequence,"used to uniquely identify alias entries when more than one sound goes to an alias, used only to catch unwanted duplicates (default = 0)"
,file,the name of the file that contains the sound data (required)
,vol_min,"0 is silent, 1 is full volume (default = 1)"
,vol_max,"0 is silent, 1 is full volume (default = same as vol_min)"
,pitch_min,"1 is normal playback, 2 is twice as fast, 0.5 is half as fast (default = 1)"
,pitch_max,"1 is normal playback, 2 is twice as fast, 0.5 is half as fast (default = same as pitch_min)"
,dist_min,"within this distance in inches, the sound is always full volume (default = 120)"
,dist_max,"outside this distance in inches, the sound is not started.  If left blank or set to 0, the sound will play from any distance.  This does not affect sound volume falloff."
,channel,"auto, menu, weapon, voice, item, body, local, music, announcer (default = auto)"
,type,streamed / loaded (default = loaded)
,probability,weight to use for the weighted probability of playing this sound instead of another sound (default = 1)
,loop,"whether this sound is ""looping"" or ""nonlooping"" (default = ""nonlooping"")"
,masterslave,"if ""master"", this is a master sound.  If a number, then this sound won't exceed this volume whenever any master sound is playing.  If blank, then neither master nor slave."
,loadspec,"space-separated list of which maps should use this alias; eg, ""burnville dawnville"".  If blank, the alias is used on all maps."

name,sequence,file,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle

null,1,null.wav,,,,,,,,,,,,,

pcgobnamp,,ambient/amb_pcgo_bn.mp3,0.80,,,,,,local,streamed,,looping,,


Everything above this last line gives you options for the sound file, you may not want to mess with this portion just yet.

"pcgonamp" is the name I gave the file in my gsc file, we'll get back to that .
"ambient/amb_pcgo_bn.mp3" points to the sound file in the ambient folder. ambient/ is the folder and amb_pcgo_bn.mp3 is the file name.

looping plays the file over and over again.

Now in you maps gsc file you'll nee this line: ambientPlay("pcgobnamp");

Hope this gets you started anyway.[wave]
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Honeybiscuit
General Member
Since: Nov 1, 2008
Posts: 75
Last: Jan 11, 2011
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Level 3
Category: CoD Mapping
Posted: Saturday, May. 23, 2009 01:15 am
you are the man thanks
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Gen.pitbull
General Member
Since: Jan 25, 2009
Posts: 86
Last: Mar 23, 2011
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Saturday, May. 23, 2009 01:46 pm
dude i'd kiss you if i could(not really just kidding) , ty very much[rocking]
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Honeybiscuit
General Member
Since: Nov 1, 2008
Posts: 75
Last: Jan 11, 2011
[view latest posts]
Level 3
Category: CoD Mapping
Posted: Saturday, May. 23, 2009 03:40 pm
something you might be interested in is called fruityloops. it has a free demo but allows so much. its like audacity gone turbo
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