Re: add your own sound
Posted by Demonforce on
Mon Aug 22nd 2005 at 9:25pm
7 posts
31 snarkmarks
Registered:
Aug 15th 2005
Occupation: ?????
Location: Germany/Netherlands
sorry for the last one...i pressed Enter... :sad:
but now back to bussines.....i want to put my own sound into a mak...how?
Demonforce
Re: add your own sound
Posted by Crono on
Mon Aug 22nd 2005 at 10:16pm
Posted
2005-08-22 10:16pm
Crono
super admin
6628 posts
700 snarkmarks
Registered:
Dec 19th 2003
Location: Oregon, USA
Why didn't you just edit the post?
You use a abience_generic, or something as such. It's all well documented on some other sites (Valve's WiKi, and hl2world both have entity listings)
Blame it on Microsoft, God does.
Re: add your own sound
Posted by Andrei on
Tue Aug 23rd 2005 at 6:24pm
Andrei
member
2455 posts
1248 snarkmarks
Registered:
Sep 15th 2003
Location: Bucharest, Romania
C:\Program Files\Valve\Steam\SteamApps\aocrisan\half-life 2 deathmatch\hl2mp\sound\YOUr_CUSTOM_SOUNDS_FOLDER
Each mod has a sounds folder. Just create a custom sounds folder in the sound folder and place the desired .wav file(s) in it.
Re: add your own sound
Posted by BlisTer on
Wed Aug 24th 2005 at 1:55am
BlisTer
member
801 posts
1304 snarkmarks
Registered:
Jun 10th 2004
Location: Belgium
or .mp3
in your ambient_generic entity, browse to this file. you will need to trigger it with another entity, like a func_trigger, or you can trigger it OnMapSpawn via a logic_auto for instance. if this all sounds like chinese read some tutorials on the sites Crono suggested.
check the flags tabs for other options like looping.. although it's said you better do looping with a logic_timer refire.
On another note, does anybody know what a good delay is for the first fire? cause in server games i encountered the sound being fired before players got ingame and so they didnt hear the first loop, only the second time it fired. All a bit dodgy if you ask me
These words are my diaries screaming out loud