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Forum: All Forums : Call of Duty 4
Category: CoD4 MP Mapping
CoD 4 mapping and level design for multiplayer.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: aMBIENT sOUNDs =->
UB_Dragon
General Member
Since: May 18, 2006
Posts: 155
Last: Mar 14, 2009
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Tuesday, Mar. 4, 2008 01:13 am
YEAH !

and thanks for posting the fix, so many people post questions, they get it working without posting how they fixed it.

1 problem down, more to come i am sure,

LOL
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Tunernetwork
General Member
Since: Feb 4, 2008
Posts: 79
Last: Mar 26, 2008
[view latest posts]
Level 3
Category: CoD4 MP Mapping
Posted: Tuesday, Mar. 4, 2008 02:56 pm
So do we have a clean set of instructions or tutorial on how to add ambient sounds? thanks guys
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token15
General Member
Since: Feb 12, 2008
Posts: 135
Last: May 19, 2008
[view latest posts]
Level 4
Category: CoD4 MP Mapping
Posted: Wednesday, Mar. 5, 2008 03:43 am
Basically you just need to create a .gsc file. You can just grab one from the (default game folder)/raw/maps/mp . once inside pick a map, any map, save it somewhere else, rename it to whatever your map is, put it back in the folder you got it. Open it with notepad, it will look something like this, if you chose mp_bog.gsc
Code:

main()
{
	maps\mp\mp_bog_fx::main();
	maps\createart\mp_bog_art::main();
	maps\mp\_load::main();

	maps\mp\_compass::setupMiniMap("compass_map_mp_bog");

	ambientPlay("ambient_crossfire");

	game["allies"] = "marines";
	game["axis"] = "opfor";
	game["attackers"] = "axis";
	game["defenders"] = "allies";
	game["allies_soldiertype"] = "desert";
	game["axis_soldiertype"] = "desert";
	
	setdvar( "r_specularcolorscale", "2" );
	
	setdvar("compassmaxrange","1800");
}


Now you see where it says "ambientPlay("ambient_crossfire")"? you can change that sound to one of many from this list by simply typing in (example:ambient_cargoshipmp_ext)



Code:
#Ambience	

ambient_middleeast_ext	
ambient_middleeast_ext_sur	
	
ambient_backlot_ext	
ambient_backlot_ext_sur	
ambient_bloc_ext	
ambient_bloc_ext_sur	
ambient_cargoshipmp_ext	
ambient_cargoshipmp_ext_sur	
ambient_citystreets_day	
ambient_citystreets_day_sur	
ambient_citystreets_night	
ambient_citystreets_night_sur	
ambient_convoy	
ambient_convoy_sur	
ambient_crash	
ambient_crash_sur	
ambient_crossfire	
ambient_crossfire_sur	
ambient_dusk	
ambient_dusk_sur	
ambient_farm	
ambient_farm_sur	
ambient_hill	
ambient_hill_sur	
ambient_overgrown_day	
ambient_overgrown_day_sur	
ambient_overgrown_night	
ambient_overgrown_night_sur	
ambient_pipeline	
ambient_pipeline_sur	
ambient_strike_day	
ambient_strike_day_sur	
ambient_strike_night	
ambient_strike_night_sur	


That should do it, then just build fast file and update zone and yer set!

[thumbs_up]

edited on Mar. 4, 2008 10:44 pm by token15
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Hemnx
General Member
Since: Apr 12, 2006
Posts: 4
Last: Apr 5, 2008
[view latest posts]
Level 0
Category: CoD4 MP Mapping
Posted: Saturday, Apr. 5, 2008 06:29 pm

Posted: Saturday, Apr 5, 2008 2:11 pm
Hi Token15, im trying to get some stock custom sound in my map, and have read your topic.

I made a mp_2 sound.csv in the raw-soundaliases map.

example:
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,center percentage,platform,envelop_min,envelop_max,envelop percentage

#Ambience,,,,,,,,,,,,,,,,,,,,,,,,,
ambient_mp_2,,ambient/amb_middle_east1v7_lr.mp3,0.17,,ambience,,,,,ambient,streamed,,looping,,all_mp,,,ambient_strike_day_sur,,,amb_front,nowetlevel fulldrylevel,0.3,,!PC

In mp_mapname.gsc ;

ambientPlay("ambient_mp_2");

This is the way I also used for cod2 maps, but it wont work

If you hav any ideas ...
I spend lots of time t o figure this out... [confused] is there a good tutorial or something..?

thanks

Hemnx
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