Call of Duty 5: World at War => Downloadable Items for Mappers => Custom Maps, Mods & Tools => Sounds => Topic started by: DuaLVII on March 17, 2014, 03:19:56 pm
Title: [Updated Tutorial] Adding Different Round Sounds
Post by: DuaLVII on March 17, 2014, 03:19:56 pm
Hey Guys,
I've had quiet a few requests for this so here it is!
Download located as an attachment at the end of this post.
what do you mean a map with the UGX mod installed?
yeah, but i figured it out, it seems it has to be added to ugx_mod's mod.csv
Title: Re: [Tutorial] Adding Different Round Sounds
Post by: Dust on March 17, 2014, 07:13:47 pm
It works good but especially on the buried sounds, the round start sound doesnt end until like half of the zombies are on the map for that round. Is there a way to make it to where it automatically stops after the zombies start spawning
Title: Re: [Tutorial] Adding Different Round Sounds
Post by: Ege115 on March 17, 2014, 07:22:51 pm
Thanks for sharing DualVll, I was looking for this! :)
Title: Re: [Tutorial] Adding Different Round Sounds
Post by: DeletedUser on March 17, 2014, 07:45:37 pm
It works good but especially on the buried sounds, the round start sound doesnt end until like half of the zombies are on the map for that round. Is there a way to make it to where it automatically stops after the zombies start spawning
root/mods/mapname/clientscripts/mapname_amb.csc comment out musicwaittilldone(); so the game wont have to wait for music to finish when another one starts, it will just fade out while playing the new one. I think that BO2 buried sounds were acting the same in bo2 btw.
Title: Re: [Tutorial] Adding Different Round Sounds
Post by: Dust on March 17, 2014, 07:57:21 pm
root/mods/mapname/clientscripts/mapname_amb.csc comment out musicwaittilldone(); so the game wont have to wait for music to finish when another one starts, it will just fade out while playing the new one. I think that BO2 buried sounds were acting the same in bo2 btw.
It works! Thank you
Title: Re: [Tutorial] Adding Different Round Sounds
Post by: ProGamerzFTW on March 17, 2014, 08:01:50 pm
root/mods/mapname/clientscripts/mapname_amb.csc comment out musicwaittilldone(); so the game wont have to wait for music to finish when another one starts, it will just fade out while playing the new one. I think that BO2 buried sounds were acting the same in bo2 btw.
i think he meant the origin sounds, which is the longest round ending sound of them all.
Title: Re: [Tutorial] Adding Different Round Sounds
Post by: DuaLVII on March 17, 2014, 08:04:28 pm
I should mention you'll need to add the sound to the ugx mod csv for that to work.
I mentioned that on a later post. :P
Title: Re: [Tutorial] Adding Different Round Sounds - Disabled
Post by: DuaLVII on March 18, 2014, 12:28:15 am
Sorry guys, I've had to disable the tutorial for now, Read original post for more details.
Title: Re: [Tutorial] Adding Different Round Sounds - Disabled
Post by: SajeOne on March 18, 2014, 12:33:38 am
Until then there's no reason you couldn't have the tutorial if it would show others how to add their own sounds. I imagine it would still be pretty helpful. :)
Title: Re: [Updated Tutorial] Adding Different Round Sounds
Post by: DuaLVII on March 18, 2014, 03:53:22 pm
*Tutorial Updated*
Title: Re: [Updated Tutorial] Adding Different Round Sounds
Post by: animallover on March 31, 2014, 03:32:36 am
I follow it as told.. Make the sounds but when i click build sounds the new sounds dont show up in the folder? The folder is there.. But no audio clips in it
Title: Re: [Updated Tutorial] Adding Different Round Sounds
Post by: DuaLVII on March 31, 2014, 06:43:16 am
I follow it as told.. Make the sounds but when i click build sounds the new sounds dont show up in the folder? The folder is there.. But no audio clips in it
During the video I mentioned about setting the track to mono. If you haven't tried that, give it a go.
If not, try setting your project rate (bottom left of Audacity) to either 48000 or 32000. Try them both.
Title: Re: [Updated Tutorial] Adding Different Round Sounds
Post by: treminaor on March 31, 2014, 06:50:23 am