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Forum: All Forums : Call of Duty 4
Category: CoD4 MP Mapping
CoD 4 mapping and level design for multiplayer.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, supersword, playername, novemberdobby
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Author Topic: Sound problem!
Welshy
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Since: Feb 16, 2007
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Last: May 27, 2013
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Category: CoD4 MP Mapping
Posted: Sunday, Jul. 15, 2012 01:47 pm
Alright that's enough. Either return to the original topic or close the thread, you decide or I will...
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DeekCiti
General Member
Since: Mar 12, 2008
Posts: 1245
Last: Jun 13, 2013
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Level 8
Category: CoD4 MP Mapping
Posted: Sunday, Jul. 15, 2012 07:38 pm
Wow... [lol]

darkpheonixz4x, I've had this error before. You can always PM me anytime.
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darkpheonixz4x
General Member
Since: Jul 7, 2012
Posts: 17
Last: Nov 7, 2012
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Category: CoD4 MP Mapping
Posted: Monday, Jul. 16, 2012 07:49 am
I did everything you said. I changed the script. Nothing. I have uploaded my music file here:http://www.2shared.com/audio/muxbm_WY/kyoto.html

Please see if you can get it to work. Thanks =)
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Tally
General Member
Since: Apr 21, 2005
Posts: 819
Last: Oct 26, 2012
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Level 7
Category: CoD4 MP Mapping
Posted: Monday, Jul. 16, 2012 08:50 am
darkpheonixz4x writes...
Quote:
I did everything you said. I changed the script. Nothing. I have uploaded my music file here:http://www.2shared.com/audio/muxbm_WY/kyoto.html

Please see if you can get it to work. Thanks =)


Didn't have a problem with it. Worked first time. This is how I tested it:

1. I tested it on mp_carentan (Chinatown);

1. I added a soundalias to my custom soundalias CSV file, and named it "kyoto_test". This is the soundalias for it:

Code:
kyoto_test,,custom/kyoto.wav,1,,max,,,,,auto2d,streamed,,,,all_mp,,,,,,music,nowetlevel fulldrylevel,,,,,,


I named the soundalias CSV file "kyoto.csv and added it to my mod.CSV file like this:

Code:
sound,kyoto,,all_mp


Then I compiled the mod.ff file.

2. I added a "sound" folder to my mod IWD file, and inside that folder I added another folder named "custom". Inside that I put the sound file I downloaded from your link - kyoto.wav;

3. I added a trigger_radius to a spot near the allies spawns on mp_carentan, and placed a model of a carepackage crate. When you trigger the trigger, it plays the sound to the player. Here is the code I used:

Code:
test()
{
	crate = "prop_bo_crate";
	precacheModel( crate );
	
	origin = (469, 796, -8);
	
	target_visual = spawn( "script_model", origin );
	target_visual setModel( crate );
	
	trig = spawn( "trigger_radius", origin, 0, 50, 50 );
	trig setContents( 1 );
	trig thread test_loop();
}

test_loop()
{
	for( ;; )
	{
		self waittill( "trigger", player );
		
		if( isPlayer( player ) )
		{
			if( player isTouching( self ) )
				player playlocalSound( "kyoto_test" );
		}
	}
}


You can see the test I did here on an XFire video:

http://www.xfire.com/video/5906f9/

The sound file is very large. At 33 mb, it is really not advisable to use such a big one. What I would do is edit it right down so that you only get a few seconds of music playing.

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darkpheonixz4x
General Member
Since: Jul 7, 2012
Posts: 17
Last: Nov 7, 2012
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Level 1
Category: CoD4 MP Mapping
Posted: Monday, Jul. 16, 2012 09:05 am
Thank you soooo much. I think the problem was the channel. It works now. I can't thank you enough. You're like a CoD GOD! =)

PS - I saw you dancing to the song. AHAHAHA. You liked it!!!
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