Re: [Radiant Editor]Music Files
Posted by KoRnFlakes on
Thu Apr 29th 2004 at 12:52pm
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2004-04-29 12:52pm
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probably one of the values from a .csv - check your pak files in a soundaliases folder there should be several .csv's each have scripted sounds in. basically csv's can define what sound to use, how loud looping pitch etc etc, you probably need to refer to the name right at the start of the line of one of them.
Re: [Radiant Editor]Music Files
Posted by MadMan on
Thu Apr 29th 2004 at 1:39pm
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I hoped that it would work, alll hope is gone now :crash: ..
Re: [Radiant Editor]Music Files
Posted by ReNo on
Thu Apr 29th 2004 at 2:19pm
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I think you did something different to what Korn suggested. It seems CoD works with having sound files (which is where you looked in the pak file), which are referenced by things called sound aliases. These set the volume, pitch, looping, and so on, as Korn said. You have to reference THESE in the world spawn rather than the sound files directly it would appear.
But I'm just reiterating Korn's suggestion, I've never even played CoD let alone look in its pak file so I haven't a clue :biggrin: If it turns out to be right, mark up Korn's answer as correct.
Re: [Radiant Editor]Music Files
Posted by KoRnFlakes on
Thu Apr 29th 2004 at 3:13pm
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hehe, yeah thats what I meant.
check pak1.pk3 - soundaliases/iw_music.csv
the 1st scripted soundalias is airfield_escape - try referring to one of those names.
Re: [Radiant Editor]Music Files
Posted by KoRnFlakes on
Thu Apr 29th 2004 at 3:32pm
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basically the csv defines a name & then how the sound works. all you need is the name, try adding the name e.g airfield_escape to your worldspawn. or just add ambientPlay("airfield_escape"); to your gsc.
Re: [Radiant Editor]Music Files
Posted by KoRnFlakes on
Fri Apr 30th 2004 at 7:28am
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bleh :/ where are my snarkmarks
Re: [Radiant Editor]Music Files
Posted by Kage_Prototype on
Fri Apr 30th 2004 at 8:26am
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You know, usually you'd mark the person who suggested the answer correct, not yourself. :razz: