3 Folders (soundaliases, sound & maps)
Sound folder will include another folder called ambient which will contain your .mp3 file.
While the soundaliases folder will contain your mp_mapname.csv that we're going to make later in this tutorial.
So, now that's been said, we can begin.
1. Create a new text file, copy the code below in there and edit it as it's shown in the example below.
Code: Select all
name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,volumefalloffcurve,startdelay,speakermap,reverb,lfe percentage
#Ambience,,,,,,,,,,,,,,,
sound_name,,sound_path.mp3,0.95,,,,,,,local,streamed,,looping,,map_name
Code: Select all
song1,,ambient/song1.mp3,0.95,,,,,,,local,streamed,,looping,,dr_tropical
3. Pick a song that you like and cut it if you want (Audacity), and rename it to your sound_name, in my case song1.
4. Copy the song into sound/ambient and that's it for this part.
For the scripting part you will need your mp_mapname.gsc in maps/mp and just add AmbientPlay("sound_name"); to main().
Code: Select all
main()
{
maps\mp\_load::main();
//Game Shits
game["allies"] = "american";
game["axis"] = "german";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["american_soldiertype"] = "normandy";
game["german_soldiertype"] = "normandy";
AmbientPlay("sound_name");
//Cvars
setcvar("r_glowbloomintensity0",".25");
setcvar("r_glowbloomintensity1",".25");
setcvar("r_glowskybleedintensity0",".5");
//Threads
thread trap1();
thread trap2();
thread trap3();
thread trap4();
thread trap5();
}
That's it for this tutorial, if you have any questions,post them below. ~nobody.