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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: making added sounds local vs. playing on the entire map
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: Friday, Aug. 10, 2007 08:04 pm
As you can see by the times the posts were posted

Posted: Friday, Aug. 10, 2007 03:29 pm
Posted: Friday, Aug. 10, 2007 03:30 pm


it's pretty clear I was typing my post when the4th posted. In other words, I didn't know it already worked when I posted it... hence, I cared.
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the4threich
General Member
Since: May 28, 2006
Posts: 70
Last: Jan 25, 2008
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Level 3
Category: CoD2 MP Mapping
Posted: Friday, Aug. 10, 2007 10:18 pm
Now what is the max volume you can have?
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ArmorMaster
General Member
Since: Mar 30, 2005
Posts: 371
Last: Oct 3, 2009
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Level 5
Category: CoD2 MP Mapping
Posted: Saturday, Aug. 11, 2007 12:57 am
Max volume is 1.

And about have sounds stop at walls:
I've managed to do it (somewhat). Say you have a field and a house in a field, and you want a rain loop sound outside, but you don't want to hear it inside the house once you get in. Put a few script origins in the field and have them play the sound, but put the radius high. When you place origins near the house, give them a different name, like rain_close or something. Make a new sound aliase in the .csv file and give it an extremely low radius.

Thats probably the best you can do.
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MODSonline.com Forums : Call of Duty 2 : CoD2 MP Mapping

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