UGX-Mods

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.



[WaW Tutorial] Using DuaLVII's Round Sound Template (http://www.youtube.com/watch?v=Ct_20kEwsCo#ws)

Code Snippet
Plaintext
sound,_round_template,template



Thanks,
DuaLVII
Title: Re: [Tutorial] Adding Different Round Sounds
Post by: RamboBadass on March 17, 2014, 03:21:08 pm
awesome works great man thank you
 ;D
Title: Re: [Tutorial] Adding Different Round Sounds
Post by: jjbradman on March 17, 2014, 03:43:29 pm
awesome works great man thank you
 ;D

great finally made a tut about this :D +1
Title: Re: [Tutorial] Adding Different Round Sounds
Post by: fatboypro on March 17, 2014, 04:12:38 pm
oh so you decided to release it to the public!  ;) nice tut glad someone finally did this
Title: Re: [Tutorial] Adding Different Round Sounds
Post by: DuaLVII on March 17, 2014, 04:46:20 pm
oh so you decided to release it to the public!

I said I would  ;)
Title: Re: [Tutorial] Adding Different Round Sounds
Post by: Psy0ch on March 17, 2014, 06:04:45 pm
now we have to wait until some maps have this ^^
I dont know a map that has custom sounds for the rounds....
Title: Re: [Tutorial] Adding Different Round Sounds
Post by: IHammY/ on March 17, 2014, 06:54:09 pm
Is this script usable if i replaced the sounds you provided with other ones?
Title: Re: [Tutorial] Adding Different Round Sounds
Post by: ProGamerzFTW on March 17, 2014, 06:54:46 pm
For some reason this won't work for me :(, atleast for UGX.

its still playing the normal sounds.

edit nvm, mod.csv is being dumb again lol
Title: Re: [Tutorial] Adding Different Round Sounds
Post by: Dust on March 17, 2014, 06:56:34 pm
now we have to wait until some maps have this ^^
I dont know a map that has custom sounds for the rounds....

Chromastones new map, Crash, has the mob of the dead round sounds, but thats the only one i know of
Title: Re: [Tutorial] Adding Different Round Sounds
Post by: RamboBadass on March 17, 2014, 06:57:18 pm
For some reason this won't work for me :(, atleast for UGX.

its still playing the normal sounds.
what do you mean a map with the UGX mod installed?
Title: Re: [Tutorial] Adding Different Round Sounds
Post by: IHammY/ on March 17, 2014, 06:57:54 pm
Chromastones new map, Crash, has the mob of the dead round sounds, but thats the only one i know of

titan (just been released on ugx) has buried sounds ;)
Title: Re: [Tutorial] Adding Different Round Sounds
Post by: ProGamerzFTW on March 17, 2014, 07:01:40 pm
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
Code Snippet
Plaintext
  declareMusicState("SPLASH_SCREEN"); //one shot dont transition until done
musicAlias("mx_splash_screen", 12);
//musicwaittilldone();

  declareMusicState("round_begin");
musicAlias("chalk", 2);
musicAliasloop("dog_fire", 0, 4);
//musicwaittilldone();

declareMusicState ("round_end");
    musicAlias ("round_over", 2);
//musicwaittilldone();

declareMusicState("WAVE_1");
musicAliasloop("dog_fire", 0, 4);

  declareMusicState("eggs");
musicAlias("mx_eggs", 0);

  declareMusicState("mx_dog_round");
musicAliasloop("mx_dog_wave", 0, 0.5);

declareMusicState("end_of_game");
musicAlias("mx_game_over", 2);
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
Code Snippet
Plaintext
  declareMusicState("SPLASH_SCREEN"); //one shot dont transition until done
musicAlias("mx_splash_screen", 12);
//musicwaittilldone();

  declareMusicState("round_begin");
musicAlias("chalk", 2);
musicAliasloop("dog_fire", 0, 4);
//musicwaittilldone();

declareMusicState ("round_end");
    musicAlias ("round_over", 2);
//musicwaittilldone();

declareMusicState("WAVE_1");
musicAliasloop("dog_fire", 0, 4);

  declareMusicState("eggs");
musicAlias("mx_eggs", 0);

  declareMusicState("mx_dog_round");
musicAliasloop("mx_dog_wave", 0, 0.5);

declareMusicState("end_of_game");
musicAlias("mx_game_over", 2);
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
Code Snippet
Plaintext
  declareMusicState("SPLASH_SCREEN"); //one shot dont transition until done
musicAlias("mx_splash_screen", 12);
//musicwaittilldone();

  declareMusicState("round_begin");
musicAlias("chalk", 2);
musicAliasloop("dog_fire", 0, 4);
//musicwaittilldone();

declareMusicState ("round_end");
    musicAlias ("round_over", 2);
//musicwaittilldone();

declareMusicState("WAVE_1");
musicAliasloop("dog_fire", 0, 4);

  declareMusicState("eggs");
musicAlias("mx_eggs", 0);

  declareMusicState("mx_dog_round");
musicAliasloop("mx_dog_wave", 0, 0.5);

declareMusicState("end_of_game");
musicAlias("mx_game_over", 2);
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
For some reason this won't work for me :(, atleast for UGX.

its still playing the normal sounds.

edit nvm, mod.csv is being dumb again lol

I should mention you'll need to add the sound to the ugx mod csv for that to work.
Title: Re: [Tutorial] Adding Different Round Sounds
Post by: ProGamerzFTW on March 17, 2014, 08:06:46 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
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.
No, just use 41000 all the time and it will work just fine. Export as 16bit wav pcm under "Other".
Title: Re: [Tutorial] Adding Different Round Sounds
Post by: chromastone10 on April 03, 2014, 04:11:17 am
now we have to wait until some maps have this ^^
I dont know a map that has custom sounds for the rounds....
My maps have had custom round change music :(
Title: Re: [Tutorial] Adding Different Round Sounds
Post by: DuaLVII on April 03, 2014, 08:46:51 am
My maps have had custom round change music, I had this figured out before this tut, I thought everyone knew how :/ should have made a tutorial too :P

`That's Nice`

Code Snippet
Plaintext
http://youtu.be/JddNDtC-Yrs?t=30s
Title: Re: [Tutorial] Adding Different Round Sounds
Post by: chromastone10 on April 03, 2014, 08:51:59 pm
`That's Nice`

Code Snippet
Plaintext
http://youtu.be/JddNDtC-Yrs?t=30s

lol okay I laughed.... "thats nice"