Creating custom soundscapes: Difference between revisions
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[[Category: | [[Category:Level Design 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. | 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. | ||
Revision as of 20:22, 21 January 2006
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