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Forum: All Forums : Call of Duty
Category: CoD Mapping
CoD mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: where can i find the music and amb. sounds of cod?
SPY
General Member
Since: May 9, 2003
Posts: 905
Last: Sep 3, 2009
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Level 7
Category: CoD Mapping
Posted: Monday, Aug. 9, 2004 09:45 am
i need to find the place from where i can choose between all the music and ambient sounds from cod, so i know witch one to choose for my maps.
i have looked through all the pk3, did see a lot of spoken word sounds, but no music of amb. sound.

please can someone tell me where i can find the original music and amb sounds?

thanks,
leon
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StrYdeR
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Since: May 11, 2004
Posts: 11672
Last: Apr 20, 2024
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Level 10
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Im a HOST of MODSonair
Category: CoD Mapping
Posted: Monday, Aug. 9, 2004 11:47 am
the ambient sounds are defined in pak1.pk3/soundaliases/iw_sound.csv

most of the actual .wav files are in pak3.pk3/sound/ambient/

[angryalien]
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baltic.forever
General Member
Since: Jul 28, 2003
Posts: 538
Last: Jul 14, 2006
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Level 6
Category: CoD Mapping
Posted: Monday, Aug. 9, 2004 08:11 pm
In addition to the “pak” files what StrYdeR has mentioned, you will find the music files in the “pak2.pk3” file where it says “sound\music\”. You will also find another three ambient sound files in “pak2.pk3” (sound\ambient\).
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Shotgun
General Member
Since: Feb 4, 2004
Posts: 50
Last: Oct 4, 2004
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Level 2
Category: CoD Mapping
Posted: Monday, Aug. 9, 2004 11:24 pm
and also in pak1/soundaliases/iw_music.csv
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SPY
General Member
Since: May 9, 2003
Posts: 905
Last: Sep 3, 2009
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Level 7
Category: CoD Mapping
Posted: Tuesday, Aug. 10, 2004 08:41 pm
thanks, don't understand why i didn't see them. just haven't looked right i think.

thanks!

leon
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Chalkie
General Member
Since: Mar 27, 2004
Posts: 312
Last: Mar 9, 2008
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Level 5
Category: CoD Mapping
Posted: Tuesday, Aug. 10, 2004 09:24 pm
i want to add the ambien factory sounds to my map, both internal and external from the pak3, how can i do it where it will loop, i assume the sound will change when i go inside or outside a building.
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SPY
General Member
Since: May 9, 2003
Posts: 905
Last: Sep 3, 2009
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Level 7
Category: CoD Mapping
Posted: Wednesday, Aug. 11, 2004 12:49 pm
what i have understand from baltic.forever is that you can do this in 2 ways, (say for instance that the sound changes when you walk inside/outside a building).

you have to do this with scripting (gsc);

you can let the music (or amb.sound) change after a special amount of seconds, or you can do it with a trigger, that the player walks trhough the dooropening and that than the music change.

main part is, it's a scripting thing, looks a bit like this, this is something that baltic.forever made for my sp-maps. (it's just the part where the amb music changes into music;

music()
{
musicPlay("pf_stealth");
wait (40);
musicStop();
musicplay("pf_frantic");
}



After 40 seconds the music changed to "pf_frantic".



succes,
leon
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Chalkie
General Member
Since: Mar 27, 2004
Posts: 312
Last: Mar 9, 2008
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Level 5
Category: CoD Mapping
Posted: Wednesday, Aug. 11, 2004 07:59 pm
Still not sure, i have never done this before, i have read the tuts but they seem to be more about adding localised sound effects, radio, fire, waterfall etc.
I wand to use amb_factory_int for inside buildings and amb_factory_ext for outside, i understand the need for triggers but need to know how, i also need the sound to loop, all tuts seem to have a time based sound, is all of this possible? if there is a tut i may have missed them please direct me otherwise i fear i will need a step by step manual!
Thanks for the help....
JJ
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