Creating custom soundscapes: Difference between revisions
Jump to navigation
Jump to search
Bluestrike (talk | contribs) No edit summary |
(Integrated update, removed old info, formatted) |
||
Line 1: | Line 1: | ||
[[Category:Source_SDK_FAQ]] | [[Category:Source_SDK_FAQ]] | ||
Yes, you can. The SDK has been updated so that soundscapes are no longer hard coded to only reside in the <code>soundscapes_manifest.txt</code> script file. With 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 | |||
For example, with a Counter-Strike: Source map called de_kilo2.bsp: | |||
<game directory>\scripts\soundscapes_de_kilo2.txt | |||
Revision as of 12:03, 12 July 2005
Yes, you can. The SDK has been updated so that soundscapes are no longer hard coded to only reside in the soundscapes_manifest.txt
script file. With 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
For example, with a Counter-Strike: Source map called de_kilo2.bsp:
<game directory>\scripts\soundscapes_de_kilo2.txt