Login x
User Name:
Password:
Social Links Facebook Twitter YouTube Steam RSS News Feeds

Members Online

»
0 Active | 5 Guests
Online:

LATEST FORUM THREADS

»
warfare
CoD4 Map + Mod Releases
Voting menu on maps
CoD+UO General
Hauling 911
CoDBO3 General

Forums

»

Welcome to the MODSonline.com forums. Looking for Frequently Asked Questions? Check out our FAQs section or search it out using the SEARCH link below. If you are new here, you may want to check out our rules and this great user's guide to the forums and the website.
For more mapping and modding information, see our Wiki: MODSonWiki.com

Jump To:
Forum: All Forums : Call of Duty 2
Category: CoD2 Scripting
Scripting and coding with Call of Duty 2.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
Latest Posts
Subscribed Posts
Search
Restricted Access Topic is Locked
Page
Next Page
subscribe
Author Topic: ambient sound
TheArmy
General Member
Since: Jun 24, 2006
Posts: 599
Last: Dec 25, 2009
[view latest posts]
Level 6
Category: CoD2 Scripting
Posted: Thursday, Aug. 17, 2006 09:50 pm
Can someone tell me another ambient sounds besides amb_russia to put in the soundaliases folder. My map is a desert theme so ambient sound for a desert would be nice, thx.

edited on Aug. 17, 2006 05:50 pm by jgreen827
Share |
3DArt
General Member
Since: May 6, 2006
Posts: 144
Last: Jan 18, 2011
[view latest posts]
Level 4
Category: CoD2 Scripting
Posted: Thursday, Aug. 17, 2006 10:02 pm


Look in your iw_04.iwd file.

So put this in your mp_yourmap.csv:



Quote:
"# If the text in the first column of a row starts with a # character, the row is ignored",,"If the first column for a row is blank, then the row is ignored"
,"If the first column for a row is blank, then the row is ignored",
# The first non-comment line of a sound alias file specifies the key name for all values appearing in this column.,,
"# This means it is safe to swap entire columns around, though you should never swap partial columns.",,
"# You can invent new keys, but the game will ignore them if it doesn't know about them.",,
"# You can leave out keys, but the ""name"" and ""file"" keys must always be present.",,

,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)"
,vol_mod,"blank causes no effect on vol_min and vol_max, otherwise the string must match a string in the volumemodgroups.def file and the value in that file corresponding to that string will be used to adjust vol_min and vol_max, clamped to the valid range"
,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,primed (a streamed sound which gets primed on some platforms) / 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's volume will be multiplied by that number (a percentage between 0 and 1) 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.",,,,,,,,,,,,,,,,,,,,,
,compression,"a string corresponding to an entry in ""XMAUpdate.tbl"" which is used to determine compression by XMAUpdate.exe",,,,,,,,,,,,,,,,,,,,,
,secondaryaliasname,"defined the name of an additional sound alias to play in addition to the current alias being played. Note that it is an error for the secondaryalias to also define a secondaryaliasname (eg, if B is a secondaryalias of A, B is not allowed to have its own secondaryalias).",,,,,,,,,,,,,,,,,,,,,
,volumefalloffcurve,if blank uses the linear curve which can not be changed. A string 'XXXX' corresponds to the curve defined by the file 'soundaliases/XXXX.vfcurve',,,,,,,,,,,,,,,,,,,,,
,startdelay,defaults to no delay. The value is the number of milliseconds to delay starting the sound by,,,,,,,,,,,,,,,,,,,,,
,speakermap,if blank uses the default speakermappings which cannot be changed. A string 'XXXX' corresponds to the speakermap defined by the file 'soundaliases/XXXX.spkrmap'. ,,,,,,,,,,,,,,,,,,,,,
,reverb,"blank means the alias is affected normally by wet and dry levels, ""fulldrylevel"" forces the alias to use a full drylevel (ignoring the global drylevel), ""nowetlevel"" forces the alias to use no wetlevel (ignoring the global wetlevel)",,,,,,,,,,,,,,,,,,,,,
,lfe percentage,this determines what percentage of the highest calculated spatialized speaker volume should be passed to the LFE. blank means no LFE for the sound,,,,,,,,,,,,,,,,,,,,,

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

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

#Ambience,,,,,,,,,,,,,,,
ambient_mp_yourmap,,ambient/amb_africa04_ext.mp3,0.63,,,,,,,local,streamed,,looping,,mp_yourmap


Pay notice to the last line.
I have added amb_africa04_ext.mp3.
You only have to adjust mp_yourmap into yourmap name.
Dont forget to to this twice in this line.
At the begin and end.

edited on Aug. 17, 2006 06:11 pm by 3DArt

edited on Sep. 5, 2006 05:00 pm by Foxhound
Share |
TheArmy
General Member
Since: Jun 24, 2006
Posts: 599
Last: Dec 25, 2009
[view latest posts]
Level 6
Category: CoD2 Scripting
Posted: Thursday, Aug. 17, 2006 10:21 pm
thanks for the help, but do i put all of that in csv or just last line, and what about whats already in the csv.
Share |
3DArt
General Member
Since: May 6, 2006
Posts: 144
Last: Jan 18, 2011
[view latest posts]
Level 4
Category: CoD2 Scripting
Posted: Thursday, Aug. 17, 2006 10:33 pm
The best is to put this in an text file.

Change .txt to .csv.

You only need the last line for ambience.

The lines above the last i have grab them from another .iwd
file.

I always leave these in as basic .csv file and then put other lines for sound below like ambience in this case.

Don't know what other sounds you have so far.



edited on Aug. 17, 2006 06:34 pm by 3DArt
Share |
Big-Madman
General Member
Since: May 14, 2006
Posts: 197
Last: May 7, 2008
[view latest posts]
Level 4
Category: CoD2 Scripting
Posted: Friday, Sep. 1, 2006 03:09 pm
[cool]hi guys ..

cool for the ambient sound , now what about other sound like rain or fire ....

what will be the script :

ambient_mp_yourmap,,ambient/amb_africa04_ext.mp3,0.63,,,,,,,local,streamed,,looping,,mp_yourmap

what do i have to change in that line
like fire is not ambient it is in amb_elements ...

tx for your help ...[wave]
Share |
The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD2 Scripting
Posted: Friday, Sep. 1, 2006 09:26 pm
open the stock .csv files to see how it's done.
Share |
Gagarin
General Member
Since: Apr 21, 2006
Posts: 35
Last: Feb 3, 2008
[view latest posts]
Level 2
Category: CoD2 Scripting
Posted: Tuesday, Sep. 5, 2006 04:31 pm
Hi all. I have some problem. I'm using custom ambient sound from "sound" folder and all it works. But my music playing only 1 time for map. The staying time i have a silence. How can i made a repeat music ?
Share |
The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD2 Scripting
Posted: Tuesday, Sep. 5, 2006 07:19 pm
Post your .csv file...

Did you follow the tutorial I made? Because just altering the line for the .mp3 file should do it.
Share |
Gagarin
General Member
Since: Apr 21, 2006
Posts: 35
Last: Feb 3, 2008
[view latest posts]
Level 2
Category: CoD2 Scripting
Posted: Tuesday, Sep. 5, 2006 08:06 pm
Code:
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

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

#Ambiance

ambient_hall_of_glory,,misc/Track_12.mp3,0.15,,,,,,,local,streamed,,looping,,hall_of_glory


What i am doing wrong ?
Share |
The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoD2 Scripting
Posted: Wednesday, Sep. 6, 2006 01:30 am
Appears to be alright.. are you sure there is no long silence at the end of your .mp3 file or something like that?

Also.. post your .gsc file, because I have one last hunch.
Share |
Restricted Access Topic is Locked
Page
Next Page
subscribe
MODSonline.com Forums : Call of Duty 2 : CoD2 Scripting

Latest Syndicated News

»
Codutility.com up and runn...
Nice, and there still using the logo and template for the screenshots, which...
Codutility.com up and runn...
dundy writes...Quote:Call of Duty modding and mapping is barly alive only a ...
Codutility.com up and runn...
Mystic writes...Quote:It seems to me the like the site is completely dead? ...
Codutility.com up and runn...
It seems to me the like the site is completely dead?

Partners & Friends

»