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Topic: sound import |
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Category: CoDWW Scripting Posted: Saturday, Jul. 4, 2009 05:42 am |
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hi all.
im want to import sounds
according to this tut i tried everything
http://wiki.treyarch.com/wiki/CoDWaWSound
but the content of my custom.csv(soundalias) is missing ingame
why is that?wrong syntax inside the soundalias?or the problem is in the mod.csv?
just to make sure the mod.csv is for register the content of your mod right?
and the syntax is like this:
sound,custom,,all_mp
CONTENTTYPE,FILENAMEWITHOUTEXTENSION,DUNNO,FILTER
do i need to write all of my soundfile in to the mod.csv like this:
sound,sound/voiceovers/mp/us/cmds/us_cmd_followme,, ?
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| DemonSeed |
General Member Since: Apr 30, 2009 Posts: 964 Last: Mar 18, 2010 [view latest posts] |
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Category: CoDWW Scripting Posted: Saturday, Jul. 4, 2009 06:29 am |
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mester writes...Quote: hi all.
im want to import sounds
according to this tut i tried everything
http://wiki.treyarch.com/wiki/CoDWaWSound
but the content of my custom.csv(soundalias) is missing ingame
why is that?wrong syntax inside the soundalias?or the problem is in the mod.csv?
just to make sure the mod.csv is for register the content of your mod right?
and the syntax is like this:
sound,custom,,all_mp
CONTENTTYPE,FILENAMEWITHOUTEXTENSION,DUNNO,FILTER
do i need to write all of my soundfile in to the mod.csv like this:
sound,sound/voiceovers/mp/us/cmds/us_cmd_followme,, ?
Short answer - no, you dont have to put all of that in your mod.csv. But what you do need to do is have the sound in RAW format - that is, you have to actually have the .WAV file in the right location in the raw directory.
Then you simply add:
sound,custom,,all_mp
if "custom" is the name of the soundalias file.
Also, make sure your soundalias file has the CODWaW header info at the top of the file:
Code: name,sequence,file,platform,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,dist_reverb_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,spatialized,type,probability,loop,masterslave,loadspec,reverb_falloff_curve,subtitle,compression,randomize_type,secondaryaliasname,chainaliasname,volumefalloffcurve,probability,startdelay,speakermap,reverb_send,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage,occlusion_level,real_delay,distance_lpf,min_priority,max_priority,min_priority_threshold,max_priority_threshold,doppler
Otherwise the sound wont work. |
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| DemonSeed |
General Member Since: Apr 30, 2009 Posts: 964 Last: Mar 18, 2010 [view latest posts] |
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Category: CoDWW Scripting Posted: Saturday, Jul. 4, 2009 08:10 am |
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mester writes...Quote: ok thx its working, but a little buggy only the first played sound played correctly the 2nd 3rd is muted or just a half of it being played maybe something wrong in the soundalias?
like the TYPE header it can be primed loaded or streamed
wich one is the correct? whats the difference?
edited on Jul. 4, 2009 07:35 am by mester
loaded means its compiled into your fastfile, streamed means it comes from an IWD. So, if you have the raw .WAV file, and that gets compiled into your mod.ff, you select loaded.
You will find playing around with settings to be a lot of trial and error. I found the best way is to find a sound in a stock soundalias file and copy paste that next to your own sound, and use it as a template (you can stop the copy/pasted line from being read by placing a # in front of it - it acts like a comment out //).
If your sound is only being played once, then muted, it might either be that you have 1 set under entity_limit_count, or that you have a loop sound which is not being looped (hard to tell without knowing the exact nature of the sound). |
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Category: CoDWW Scripting Posted: Saturday, Jul. 4, 2009 08:31 am |
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DemonSeed writes...Quote: mester writes...Quote: ok thx its working, but a little buggy only the first played sound played correctly the 2nd 3rd is muted or just a half of it being played maybe something wrong in the soundalias?
like the TYPE header it can be primed loaded or streamed
wich one is the correct? whats the difference?
edited on Jul. 4, 2009 07:35 am by mester
loaded means its compiled into your fastfile, streamed means it comes from an IWD. So, if you have the raw .WAV file, and that gets compiled into your mod.ff, you select loaded.
You will find playing around with settings to be a lot of trial and error. I found the best way is to find a sound in a stock soundalias file and copy paste that next to your own sound, and use it as a template (you can stop the copy/pasted line from being read by placing a # in front of it - it acts like a comment out //).
If your sound is only being played once, then muted, it might either be that you have 1 set under entity_limit_count, or that you have a loop sound which is not being looped (hard to tell without knowing the exact nature of the sound).
thx, it was a lot easier back in cod1 :'( i dont like this .ff thing
i hope its only matter of time and i get used to it
is there a tool to modify the weapon files? pain in the ass writing all the attrs in notepad
edited on Jul. 4, 2009 08:33 am by mester |
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| DemonSeed |
General Member Since: Apr 30, 2009 Posts: 964 Last: Mar 18, 2010 [view latest posts] |
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Category: CoDWW Scripting Posted: Saturday, Jul. 4, 2009 09:12 am |
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Quote: is there a tool to modify the weapon files? pain in the ass writing all the attrs in notepad
Well, you can use Asset Manager, but I use this program:
Been using it since I started modding with COD2. You can download it here:
http://wwwnew.filefront.com/13923382/weapon_editor.zip
It was made by Chris_P (now Treyarch dev) for Merciless mod for COD1/UO, and is very easy to use. |
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