Creating custom soundscapes: Difference between revisions
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[[Category:Source_SDK_FAQ]] | [[Category:Source_SDK_FAQ]] | ||
Unless you're creating your own MOD, you can't create custom soundscapes for an individual level. The list of soundscape are determined by the file <code><game directory>\scripts\soundscapes.txt</code>, of which there is only one per game. See Soundscapes for more information. | Unless you're creating your own MOD, you can't create custom soundscapes for an individual level. The list of soundscape are determined by the file <code><game directory>\scripts\soundscapes.txt</code>, of which there is only one per game. See Soundscapes for more information. | ||
*update | |||
Soundscapes are no longer hard coded in the soundscapes_manifest.txt. | |||
Whith proper naming of your soundscape script the game will load it when the map loads. | |||
The soundscape name and location should be as following: | |||
<code><game directory>\scripts\soundscapes_yourmapname.txt</code> | |||
Example for a Counter Strike source map called de_kilo2.bsp | |||
<code><game directory>\scripts\soundscapes_de_kilo2.txt</code> |
Revision as of 11:45, 12 July 2005
Unless you're creating your own MOD, you can't create custom soundscapes for an individual level. The list of soundscape are determined by the file <game directory>\scripts\soundscapes.txt
, of which there is only one per game. See Soundscapes for more information.
- update
Soundscapes are no longer hard coded in the soundscapes_manifest.txt.
Whith proper naming of your soundscape script the game will load it when the map loads.
The soundscape name and location should be as following:
<game directory>\scripts\soundscapes_yourmapname.txt
Example for a Counter Strike source map called de_kilo2.bsp
<game directory>\scripts\soundscapes_de_kilo2.txt