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Adding custom sounds

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Created 10 years ago
by Linoxet
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Hi, I've tried to add custom sounds to my map, and I don't know nothing about Soundaliases, I've copied this
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name,sequence,file,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,dist_reverb_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,priority,spatialized,type,probability,loop,masterslave,loadspec,reverb_falloff_curve,subtitle,compression,randomize_type,secondaryaliasname,chainaliasname,volumefalloffcurve,probability,startdelay,speakermap,reverb,lfe percentage,center percentage,platform,envelop_min,envelop_max,envelop percentage,occlusion_level,move_type,move_time,real_delay,distance_lpf,min_priority,max_priority,min_priority_threshold,max_priority_threshold,doppler

#Blah,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
itens,,SFX/itens.wav,1,1,1,1,,,,,,,,voice,,2d,streamed,,,,,,,,,,,,,,wpn_all,,,,,,,,,,,,,40,60,0.25,1,
and just changed the sound name/file. I've added
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sound,sounds_custom,,all_mp
to the mod.csv and in my code I tried to use
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playSoundAtPosition("itens", origin);
and
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player playSound("itens");
and nothing happens, what am I doing wrong? :v

[sorry for bad english]

Last Edit: January 06, 2016, 03:34:18 pm by Harry Bo21
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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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should be 3d not 2d

also i dont think "voice" should be in there

and change this :

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sound,sounds_custom,,all_mp

to

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sound,sounds_custom,,,

not sure why people specify mp / sp, as thats completely optional in the first place lol, old habbits i guess especailly as it would be "wpn_all" not "all_mp"

Quote
itens,,SFX/itens.wav,1,1,1,1,,,,,,,,voice,,2d,streamed,,,,,,,,,,,,,,wpn_all

should work if you do that, if not then its some other issue with the alias itself. Any errors in launcher?


Spoiler: click to open...
Further info about the all_mp thing

the only reason treyarch did this - is because they included both sp and mp sounds in one alias. This is to allow them to load "just" the mp sounds or "just" the sp sounds without needing a second alias or potentially loading sounds "twice" when purposefully including both
Last Edit: January 06, 2016, 03:34:25 pm by Harry Bo21
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not sure why people specify mp / sp, as thats completely optional in the first place lol, old habbits i guess especailly as it would be "wpn_all" not "all_mp"

When I first started porting weapons and adding custom sounds, every tutorial told me to either put all_mp or all_sp, thought it was needed. Good to know now, that its optional.
Last Edit: January 06, 2016, 03:35:00 pm by Harry Bo21
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When I first started porting weapons and adding custom sounds, every tutorial told me to either put all_mp or all_sp, thought it was needed. Good to know now, that its optional.
yea i assumed ( and i think they got that from seeing treyarchs )

You could purposefully use it for other catagories too. The argument is not restricted to those options, so could call it say "red" and do

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sound,soundalias,,red

then would only load those with "red" defined. Could be handy for sharing a alias across maps or something

i think you at least need the extra "," if you chose not to specify

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sound,soundalias,,,
Last Edit: January 06, 2016, 03:34:31 pm by Harry Bo21
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Quote
should be 3d not 2d

also i dont think "voice" should be in there

Quote
and change this :

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sound,sounds_custom,,all_mp

to

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sound,sounds_custom,,,

Made both changes and nothing happened, I know nothing about soundaliases, is there a tutorial of how to use it? Thanks for the help, guys :D
Last Edit: January 06, 2016, 03:34:37 pm by Harry Bo21
Marked as best answer by Linoxet 10 years ago
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cant find a tutorial, but here is one of mine, in case it helps

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name,platform,file,sequence,vol_min,vol_max,dist_min,dist_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,volume_min_falloff_curve,volumefalloffcurve,reverb_send,dist_reverb_max,reverb_min_falloff_curve,reverb_falloff_curve,pitch_min,pitch_max,randomize_type,spatialized,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,chainaliasname,startdelay,speakermap,lfe percentage,center percentage,envelop_min,envelop_max,envelop percentage,occlusion_level,occlusion_wet_dry,real_delay,distance_lpf,move_type,move_time,min_priority,max_priority,min_priority_threshold,max_priority_threshold,subtitle
#,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
claymore_place,,bo1_claymore/claymore_plant_00.wav,,1,1,1,500,,,,,full_vol,,,,,,,1,1,,3d,,,,,,,,,,,,,,,,,,,,,,,10,50,0.25,1
claymore_trigger,,bo1_claymore/alert_00.wav,,1,1,1,500,,,,,full_vol,,,,,,,1,1,,3d,,,,,,,,,,,,,,,,,,,,,,,10,50,0.25,1
Last Edit: January 06, 2016, 03:35:13 pm by Harry Bo21
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cant find a tutorial, but here is one of mine, in case it helps

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name,platform,file,sequence,vol_min,vol_max,dist_min,dist_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,volume_min_falloff_curve,volumefalloffcurve,reverb_send,dist_reverb_max,reverb_min_falloff_curve,reverb_falloff_curve,pitch_min,pitch_max,randomize_type,spatialized,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,chainaliasname,startdelay,speakermap,lfe percentage,center percentage,envelop_min,envelop_max,envelop percentage,occlusion_level,occlusion_wet_dry,real_delay,distance_lpf,move_type,move_time,min_priority,max_priority,min_priority_threshold,max_priority_threshold,subtitle
#,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
claymore_place,,bo1_claymore/claymore_plant_00.wav,,1,1,1,500,,,,,full_vol,,,,,,,1,1,,3d,,,,,,,,,,,,,,,,,,,,,,,10,50,0.25,1
claymore_trigger,,bo1_claymore/alert_00.wav,,1,1,1,500,,,,,full_vol,,,,,,,1,1,,3d,,,,,,,,,,,,,,,,,,,,,,,10,50,0.25,1
Still not working, I don't know why. Is there any other process to do on Launcher when adding sounds?
Last Edit: January 06, 2016, 03:35:20 pm by Harry Bo21
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Still not working, I don't know why. Is there any other process to do on Launcher when adding sounds?
right here is what i do:

1, sounds from bo1 DO NOT need converting

2, i rename the sound file
example if its like this wpn_fly_mag_out_plr.wav i rename it to ak47_mag_out.wav

3, i rename the notetracks in the anims the same as the sound file (read num 2)

4, test in game.
Last Edit: January 06, 2016, 03:35:25 pm by Harry Bo21
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right here is what i do:

1, sounds from bo1 DO NOT need converting

2, i rename the sound file
example if its like this wpn_fly_mag_out_plr.wav i rename it to ak47_mag_out.wav

3, i rename the notetracks in the anims the same as the sound file (read num 2)

4, test in game.

I converted a sound with Audacity and tried to put in the map, I've done before with other sounds but it's not working this time.
Last Edit: January 06, 2016, 03:34:43 pm by Harry Bo21
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I converted a sound with Audacity and tried to put in the map, I've done before with other sounds but it's not working this time.
yeah I know what your saying I'm just saying they don't need converting
Last Edit: January 06, 2016, 03:35:31 pm by Harry Bo21
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I'm sorry, this is off topic but when I first read the title of this post I thought you were looking for help in adding sex sounds into a custom map. hahaha Definitely caught my attention. Anyways, I'm glad you got it working and thanks for the laugh.  ;)
Last Edit: January 06, 2016, 03:35:36 pm by Harry Bo21
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I'm sorry, this is off topic but when I first read the title of this post I thought you were looking for help in adding sex sounds into a custom map. hahaha Definitely caught my attention. Anyways, I'm glad you got it working and thanks for the laugh.  ;)

Hahaha I was just expressing my anger with these soundaliases =P
by the way, still not working  :(
Last Edit: January 06, 2016, 03:35:42 pm by Harry Bo21
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yeah I know what your saying I'm just saying they don't need converting
"yes" they do

using toms "Black Ops 1 sound tool" surprisingly lol

Quote
I converted a sound with Audacity and tried to put in the map, I've done before with other sounds but it's not working this time.
which seems to be where hes gone wrong

also of note is if you dont, you cannot listen to them through windows either

when you pull sounds from BO1, they are "compressed" in a way that only BO1 understands
Last Edit: January 06, 2016, 03:35:47 pm by Harry Bo21
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Hahaha I was just expressing my anger with these soundaliases =P
by the way, still not working  :(

Then why did you mark the best answer then? lol
Last Edit: January 06, 2016, 03:35:52 pm by Harry Bo21
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So this is all good? or still need help

Double Post Merge: January 06, 2016, 03:34:00 pm
I assume it's done
Last Edit: January 06, 2016, 03:35:59 pm by Harry Bo21

 
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