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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] |
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Category: CoD2 MP Mapping Posted: Saturday, Apr. 22, 2006 06:06 pm |
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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 [view latest posts] |
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| kals |
General Member Since: Oct 11, 2005 Posts: 283 Last: Jan 26, 2014 [view latest posts] |
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| TrOyAna |
General Member Since: Apr 20, 2006 Posts: 39 Last: Feb 5, 2008 [view latest posts] |
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| The_Caretaker |
General Member Since: Jun 8, 2004 Posts: 11625 Last: Jul 7, 2009 [view latest posts] |
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| TrOyAna |
General Member Since: Apr 20, 2006 Posts: 39 Last: Feb 5, 2008 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Sunday, Apr. 23, 2006 12:40 pm |
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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] |
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| CoDArt |
General Member Since: Nov 9, 2005 Posts: 161 Last: Feb 17, 2008 [view latest posts] |
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Category: CoD2 MP Mapping Posted: Sunday, Apr. 23, 2006 12:54 pm |
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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?
Shall browse my stock .iwd files and study some .csv files.
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] |
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Category: CoD2 MP Mapping Posted: Sunday, Apr. 23, 2006 12:57 pm |
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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] |
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