Detailed Custom Sound help

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Stacey

Detailed Custom Sound help

Post by Stacey »

Ok ive asked alot of questions now, and im sure im annoying some people but can anyone give me a very very detailed way of getting custom sounds to work in my map which will be a deathmatch map. All total im going to have about 20 sounds. I want to know exactly what to do in Raidient as far as how to target name what to name the Key and Value, and the process after that of anything else i need to do. Im looking for very detailed "how to" for some reason im just not getting it, step by step is what i need. Talk to me like im a dummy please lol. I appreciate the help i have been offered so far, but can anyone do this for me?
Coublacka
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Post by Coublacka »

Just go to the tutorial or is that to complicated. Im not being sarcastic, cause that sounds like i am but im not.
Innkeeper
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Post by Innkeeper »

Are you speaking of omni-directional background sounds, such as the ones in main/sounds/amb_stereo or location specific sounds like a fireplace that fades as you walk (or run) away from it?

The only tutorial here I am aware of here is ?Ambient Sounds and Music?. This one deals with omni-directional sounds. Problem is that in a multi player game, when a trigger is ?triggered?, the sound changes for every player in the game. This certainly applies to the aux# sounds. This tips off the other players basically where another player is. Two sounds that do not propagate to other players are; normal, which is what you hear when you spawn and haven?t hit a trigger yet, and failure, the sound that you hear when you die.

Also be aware that there is a bug in ambient.scr that causes the sounds not to work if you don?t use any external triggers. Oh BTW, there are only 15 sounds that can be assigned. They are:

normal // the ambient sound you hear before you trigger another sound after you spawn
action
suspense
mystery
success
failure // the ambient sound you hear when you die
surprise
special
aux1 // exterior 1 ambient sound
aux2 // interior 1 ambient sound
aux3 // exterior 2 ambient sound
aux4 // interior 2 ambient sound
aux5 // exterior 3 ambient sound
aux6 // interior 3 ambient sound
aux7

The aux# sounds are handled by ambient.scr with the exception of aux7. aux1 through aux6 are all you really have to work with. These are most appropriate for single player games.

Now if you are talking about location specific sounds such as the fireplace, these are handled in ambience.scr for the maps supplied with MOHAA and MOHAAS. To add your own, you will need to create you own ambience script. I havn?t seen a tutorial on this yet. Maybe I should take some time and write one about what I have discovered.

Hope this helps some.
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