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[Updated Tutorial] Adding Different Round Sounds

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Created 10 years ago
by DuaLVII
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root/mods/mapname/clientscripts/mapname_amb.csc
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  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
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root/mods/mapname/clientscripts/mapname_amb.csc
Code Snippet
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  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.
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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.
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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
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Sorry guys, I've had to disable the tutorial for now, Read original post for more details.
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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. :)
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*Tutorial Updated*
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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
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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.
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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".
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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 :(
Last Edit: April 03, 2014, 08:52:31 pm by chromastone10
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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`

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http://youtu.be/JddNDtC-Yrs?t=30s
Last Edit: April 03, 2014, 08:47:12 am by DuaLVII
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`That's Nice`

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

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

 
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