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Forum: All Forums : Call of Duty: World at War
Category: CoDWW MP Mapping
CoD: World at War Multiplayer mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: adding sound fx
DadofAzz
General Member
Since: May 24, 2005
Posts: 1233
Last: Oct 17, 2009
[view latest posts]
Level 8
MODSCON
Category: CoDWW MP Mapping
Posted: Monday, Mar. 9, 2009 04:13 pm
[jumping][jumping]

Woopeee dooopeeeyyy

Got it working,

Twas a typo in my_sound.gsc easy missed. rofl I have croaking frogs at me river lol

Many many thanks to jeannotvb, arachnofanh and indeed everone who has some input here.

Will email arachnofang with myfindings and method.

cheers all [thumbs_up] [rocking]
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zeroy
General Member
Since: Nov 26, 2007
Posts: 1060
Last: Mar 12, 2014
[view latest posts]
Level 8
Category: CoDWW MP Mapping
Posted: Monday, Mar. 9, 2009 05:05 pm
jeannotvb writes...
Quote:
Even if it will work then, I would still use the way of scripting simply because it's much faster, you jusy copy and paste and change the targetname/soundeffect instead of making a struct with 5 values and all that stuff.


When this might appear to be a much simpler way it is not, not to add that by doing it like this you are likely to run into problem because the audio in CODWAW, just as FXs are designed to be run using Clientscripts.

The other thing you would be passing by is the awesome Ambience and new Line Emitter Sound system CODWAW has. With the Ambience Packages you can very easily add a Sound Volume box in areas of your map so that a sound be played once you enter that areas, reverb can also be set by areas. Then you have the line emmiters wich allow a sound to be directed and follow through a path you define by adjusting the target sound script_struct.

All this is not to difficult to implement since we were given mp_castle map source, check out this .map in Radiant:

Code:
C:\Program Files\Activision\Call of Duty - World at War\map_source\mp\mp_castle_audio.map


In short, the large triggers for Ambience are used with this file:

Code:
C:\Program Files\Activision\Call of Duty - World at War\raw\clientscripts\mp\mp_castle_amb.csc


Which itself requires the use of a map Clientscript:

Code:
C:\Program Files\Activision\Call of Duty - World at War\raw\clientscripts\mp\mp_castle.csc


For the Line Emmiter and normal single Script_struct all you need to run it is this line in your map Clientscript file:

Code:
thread clientscripts\mp\_audio::audio_init(0);


So in the end, study how mp_castle_audio.map is done, copy and paste elements from it to a test map as I did, its a lot easier to understand how it works; Dont forget to check out mp_castle soundaliases file again to copy to your own level.

Hope this help, i will post a link to a more detailed tutorial when I have it done (in process at the moment).

Finally, part of what I explained above can be find HERE
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DadofAzz
General Member
Since: May 24, 2005
Posts: 1233
Last: Oct 17, 2009
[view latest posts]
Level 8
MODSCON
Category: CoDWW MP Mapping
Posted: Monday, Mar. 9, 2009 05:48 pm
Cool zeroy m8, gonna chack all that out later.

Many thanks.

chers doa
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techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
[view latest posts]
Level 9
Category: CoDWW MP Mapping
Posted: Monday, Mar. 9, 2009 05:54 pm
There's actually a heck of a lot of info on treyarchs wiki:

Audio Philosphy

Custom Sound

Audio Controls

Implemeting Audio



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jeannotvb
General Member
Since: Dec 8, 2007
Posts: 620
Last: Feb 1, 2010
[view latest posts]
Level 6
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Monday, Mar. 9, 2009 06:25 pm
zeroy writes...
Quote:
jeannotvb writes...
Quote:
Even if it will work then, I would still use the way of scripting simply because it's much faster, you jusy copy and paste and change the targetname/soundeffect instead of making a struct with 5 values and all that stuff.


When this might appear to be a much simpler way it is not, not to add that by doing it like this you are likely to run into problem because the audio in CODWAW, just as FXs are designed to be run using Clientscripts.

The other thing you would be passing by is the awesome Ambience and new Line Emitter Sound system CODWAW has. With the Ambience Packages you can very easily add a Sound Volume box in areas of your map so that a sound be played once you enter that areas, reverb can also be set by areas. Then you have the line emmiters wich allow a sound to be directed and follow through a path you define by adjusting the target sound script_struct.

All this is not to difficult to implement since we were given mp_castle map source, check out this .map in Radiant:

Code:
C:\Program Files\Activision\Call of Duty - World at War\map_source\mp\mp_castle_audio.map


In short, the large triggers for Ambience are used with this file:

Code:
C:\Program Files\Activision\Call of Duty - World at War\raw\clientscripts\mp\mp_castle_amb.csc


Which itself requires the use of a map Clientscript:

Code:
C:\Program Files\Activision\Call of Duty - World at War\raw\clientscripts\mp\mp_castle.csc


For the Line Emmiter and normal single Script_struct all you need to run it is this line in your map Clientscript file:

Code:
thread clientscripts\mp\_audio::audio_init(0);


So in the end, study how mp_castle_audio.map is done, copy and paste elements from it to a test map as I did, its a lot easier to understand how it works; Dont forget to check out mp_castle soundaliases file again to copy to your own level.

Hope this help, i will post a link to a more detailed tutorial when I have it done (in process at the moment).

Finally, part of what I explained above can be find HERE


I use it for CoD4, not WaW, I don't work with WaW.

edited on Mar. 9, 2009 02:26 pm by jeannotvb
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dundy
General Member
Since: Dec 14, 2004
Posts: 768
Last: Nov 1, 2020
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Sunday, Mar. 29, 2009 03:42 pm
want the stock ambiantsound of downfall in my map how do i do

this..sorry like adding fx me ubernoob[confused]

thanks..
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dundy
General Member
Since: Dec 14, 2004
Posts: 768
Last: Nov 1, 2020
[view latest posts]
Level 7
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Monday, Mar. 30, 2009 10:48 pm
dundy writes...
Quote:
want the stock ambiantsound of downfall in my map how do i do

this..sorry like adding fx me ubernoob[confused]

thanks..


BUMP any1[casanova]
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FAFFER
General Member
Since: May 1, 2005
Posts: 647
Last: Sep 17, 2011
[view latest posts]
Level 6
Category: CoDWW MP Mapping
Posted: Tuesday, Mar. 31, 2009 12:14 am
http://www.modsonline.com/Forums-top-93724-30.html

thats the link u want....just replace airfield with downfall [tongue]
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