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Tutorials: CoDUO Mapping
Mapping and modding for Call of Duty United Offensive.

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Adding ambient to SP
2005-12-05 07:19:12
A simple tutorials on how to add ambient to your SP maps.
Step 1: In your .gsc copy & paste the following text


Quote:
//Ambient Sounds
level.ambient_track ["exterior"] = "ambient_bastogne2_ext";
level.ambient_track ["interior"] = "ambient_bastogne2_ext";
maps\_utility::set_ambient("exterior");


Step 2: in your soundaliases, make a new txt document name it ambient.csv. Add the following text


Quote:
"# If the text in the first column of a row starts with a # character, the row is ignored",,
,,"If the first column for a row is blank, then the row is ignored"
# The first non-comment line of a sound alias file specifies the key name for all values appearing in this column.,,
"# This means it is safe to swap entire columns around, though you should never swap partial columns.",,
"# You can invent new keys, but the game will ignore them if it doesn't know about them.",,
"# You can leave out keys, but the ""name"" and ""file"" keys must always be present.",,

,name,name of the alias that is used to play this sound (required)
,sequence,"used to uniquely identify alias entries when more than one sound goes to an alias, used only to catch unwanted duplicates (default = 0)"
,file,the name of the file that contains the sound data (required)
,vol_min,"0 is silent, 1 is full volume (default = 1)"
,vol_max,"0 is silent, 1 is full volume (default = same as vol_min)"
,pitch_min,"1 is normal playback, 2 is twice as fast, 0.5 is half as fast (default = 1)"
,pitch_max,"1 is normal playback, 2 is twice as fast, 0.5 is half as fast (default = same as pitch_min)"
,dist_min,"within this distance in inches, the sound is always full volume (default = 120)"
,dist_max,"outside this distance in inches, the sound is not started. If left blank or set to 0, the sound will play from any distance. This does not affect sound volume falloff."
,channel,"auto, menu, weapon, voice, item, body, local, music, announcer (default = auto)",,,,,,,,,,,,,,,
,type,streamed / loaded (default = loaded),,,,,,,,,,,,,,,
,probability,weight to use for the weighted probability of playing this sound instead of another sound (default = 1),,,,,,,,,,,,,,,
,loop,"whether this sound is ""looping"" or ""nonlooping"" (default = ""nonlooping"")",,,,,,,,,,,,,,,
,masterslave,"if ""master"", this is a master sound. If a number, then this sound won't exceed this volume whenever any master sound is playing. If blank, then neither master nor slave.",,,,,,,,,,,,,,,
,loadspec,"space-separated list of which maps should use this alias; eg, ""burnville dawnville"". If blank, the alias is used on all maps.",,,,,,,,,,,,,,,

name,sequence,file,vol_min,vol_max,pitch_min,pitch_max,dist_min,dist_max,lod_min,lod_max,channel,type,probability,loop,masterslave,loadspec,subtitle

ambient_bastogne2_ext,,ambient/amb_bastogne2.mp3,1.25,,,,,,,,local,streamed,,looping,,MAPNAMEHERE


Step 3:In your soundloadspecs folder make a folder called SP and inside that make a new text document and name it YOURMAPNAME.csv...put this inside


Quote:
# This file defines the default soundalias files to load if no map specific loadspec file is found
# If you want to include sounds into your map file which are not included here you should make a seperate
"# load spec file int the form of "".csv"" using this file as a base. You should only load the"
# soundalias files which are absolutely necessary to keep the sound memory footprint as small as possible
#*********************************************************************************************************

ambient.csv
gmi_mp_weap_uk.csv
gmi_sound.csv
gmi_music.csv
default.csv
wep_gmi_sound.csv
iw_sound.csv
iw_sound2.csv
iw_music.csv
pi_sound.csv
surface_gmi_sound.csv
pi_sound.csv
generic_mp_sound.csv
gmi_credits.csv
dialog_generic.csv
dialog_mp.csv
gmi_dialog_generic.csv
gmi_dialog_mp.csv
gmi_intros.csv
gmi_mp_aircraft.csv
gmi_mp_artillery.csv
gmi_mp_vehicles_ge.csv
gmi_mp_vehicles_ru.csv
gmi_mp_vehicles_us.csv
gmi_mp_weap_all_allied.csv
gmi_mp_weap_uk.csv
gmi_mp_weap_ru.csv
gmi_mp_weap_us.csv
credits.csv
default.csv
gmi_ru_intro.csv
gmi_uk_intro.csv
gmi_uk_mid.csv


Tut written by Hercules

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