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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: [Tutorial] Adding Ambient sounds to your map
The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD2 MP Mapping
Posted: Saturday, Apr. 22, 2006 06:06 pm
Adding Ambient sound tutorial

by The Caretaker

As many of you might have noticed, the ambient sounds are not working when you copy them
from for instance mp_carentan. That's because, in the stock csv files the ambient aliases are limited
to the stock MP maps only.


This tutorial will show you how to add ambient sounds to your map. This tutorial works for SP as wel, just alter the name of the map and put the .gsc and .d3dbsp file in the /maps folder instead.

We'll be using the same soundfile as mp_carentan and the map will be named "mp_mapname", so you'll have to alter
this to your own mapname and the soundfile you prefer.


1) In your mp_mapname.gsc file, located in the maps/mp folder add

ambientPlay("ambient_mp_mapname"); to the main() function

So it should look something like this:

main()
{
maps\mp\_load::main();

// set background ambient noise
ambientPlay("ambient_mp_mapname");

// Soldier settings etc..
//...
}

Save it.

2) Now for the .csv file.

Make a folder called "soundaliases" in your /main folder.
Inside this folder make a new text document.
Open this document and put the following lines in there:


name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,volumefalloffcurve,startdelay,speakermap,reverb,lfe percentage

#Ambiance
ambient_mp_mapname,,ambient/amb_france01b.mp3,0.63,,,,,,,local,streamed,,looping,,mp_mapname


Save it as "mp_mapname.csv"

For your final release (not needed for local testing, as long as you've set pure to no):

3) Place the maps/mp (with the .d3dbsp file ofcourse) and /soundalias file in a .iwd file and you're good to go.


The ambient file used here is amb_france01b.mp3
Stock in CoD2 there are two others used:

ambient/amb_africa01b.mp3, and
ambient/amb_russia01b.mp3.
There are alot more, which can be found in the iw_04.iwd file under sound/ambient.

This tutorial works for SP as wel, just alter the name of the map and put the .gsc and .d3dbsp file in the /maps folder instead.
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LadyGanya
General Member
Since: Jul 7, 2004
Posts: 28
Last: May 29, 2006
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Level 2
Category: CoD2 MP Mapping
Posted: Saturday, Apr. 22, 2006 06:10 pm
thnx for the tutorial mate, really useful
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kals
General Member
Since: Oct 11, 2005
Posts: 283
Last: Jan 26, 2014
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Level 5
Category: CoD2 MP Mapping
Posted: Saturday, Apr. 22, 2006 07:55 pm
[jumping]

Many,many,many thx...

Its been driving me a bit insane...

[thumbs_up]
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TrOyAna
General Member
Since: Apr 20, 2006
Posts: 39
Last: Feb 5, 2008
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Level 2
Category: CoD2 MP Mapping
Posted: Sunday, Apr. 23, 2006 12:32 pm
i did what u said but i dont hear any sound:( the place where mp_mapname in ur tut is , i have to change in to my map name?
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
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Level 10
Category: CoD2 MP Mapping
Posted: Sunday, Apr. 23, 2006 12:36 pm
yes.
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TrOyAna
General Member
Since: Apr 20, 2006
Posts: 39
Last: Feb 5, 2008
[view latest posts]
Level 2
Category: CoD2 MP Mapping
Posted: Sunday, Apr. 23, 2006 12:40 pm
in my .csv file i have this

name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,volumefalloffcurve,startdelay,speakermap,reverb,lfe percentage

#Ambiance
ambient_mp_mapname,,ambient/amb_france01b.mp3,0.63,,,,,,,local,streamed,,looping,,mp_mapname

is this correct or does it only need this

#Ambiance
ambient_mp_mapname,,ambient/amb_france01b.mp3,0.63,,,,,,,local,streamed,,looping,,mp_mapname
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD2 MP Mapping
Posted: Sunday, Apr. 23, 2006 12:42 pm
you need to change "mp_mapname" with your own mapname.

both should work then.
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CoDArt
General Member
Since: Nov 9, 2005
Posts: 161
Last: Feb 17, 2008
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Level 4
Category: CoD2 MP Mapping
Posted: Sunday, Apr. 23, 2006 12:54 pm
Nice tutorial but i don't get the sound.

Checked over and over again.

Think i am missing something.

Do i need to make a sound folder with ambient sound in it?

[smokin]

Shall browse my stock .iwd files and study some .csv files.

[smokin]

edited on Apr. 23, 2006 08:58 am by CoD_Art
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TrOyAna
General Member
Since: Apr 20, 2006
Posts: 39
Last: Feb 5, 2008
[view latest posts]
Level 2
Category: CoD2 MP Mapping
Posted: Sunday, Apr. 23, 2006 12:57 pm
i have this in my maps/mp/mp_troyville.gsc:

main()
{
maps\mp\_load::main();
maps\mp\sound1::main();

// set fog. density, red, green, blue, alpha
setExpFog(0.0001, 0.55, 0.6, 0.55, 0);

// set background ambient noise
ambientPlay("ambient_mp_troyville");

// set nationalities of allies and axis
game["allies"] = "british"; // or british or russian
game["axis"] = "german";

setcvar("r_glowbloomintensity0","1");
setcvar("r_glowbloomintensity1","1");
setcvar("r_glowskybleedintensity0",".25");

// set who does what in SD

game["attackers"] = "allies";
game["defenders"] = "axis";

// set the way allies and axis look
// possible values are:
// for american: normandy
// for british: normandy, africa
// for russian: coats, padded
// for german: normandy, africa, winterlight, winterdark

game["british_soldiertype"] = "normandy";
game["german_soldiertype"] = "normandy";
}

and this in the soundaliases/mp_troyville.csv:

name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,volumefalloffcurve,startdelay,speakermap,reverb,lfe percentage

#Ambiance
ambient_mp_troyville,,ambient/amb_france01b.mp3,0.63,,,,,,,local,streamed,,looping,,mp_troyville

this is correct?
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD2 MP Mapping
Posted: Sunday, Apr. 23, 2006 01:03 pm
Looks ok..
what do you have in this file "maps\mp\sound1::main();"... maybe that's related somehow.

This exact tutorial works for me. CoD_Art. Exactly as I described it, it should work. And no, you don't need to make a new sound folder, because this files is in the stock .iwd files already
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