Custom Sounds
Moderator: InsideQC Admins
1 post
• Page 1 of 1
Custom Sounds
Here a small code i write to use custom sounds in Quake for.
sfx_generic.qc
quake.fgd add this code under: "@PointClass = ambient_thunder : "Thunder sound" []"
so you can add sounds by your own:
In WorldCraft or Hammer select enity: "ambient_generic"
Name: Can use for start Sound by a Trigger
Sound: Sound/XXX/mysound.wav
Volume: 0=0, 1=25, 2=50, 3=75
sfx_generic.qc
- Code: Select all
void() ambient_generic = {
local float volume;
precache_sound (self.noise1);
if (self.sounds == 0)
volume = 0;
else if (self.sounds == 1)
volume = 0.25;
else if (self.sounds == 2)
volume = 0.5;
else if (self.sounds == 3)
volume = 0.75;
ambientsound (self.origin, self.noise1, volume, ATTN_STATIC);
};
quake.fgd add this code under: "@PointClass = ambient_thunder : "Thunder sound" []"
- Code: Select all
@PointClass base(Targetname) = ambient_generic : "Generic sound" [
noise1(string) : "Sound"
sounds(choices) : "Volume" : 2 = [
0: "None"
1: "Low"
2: "Mid"
3: "High"
]
]
so you can add sounds by your own:
In WorldCraft or Hammer select enity: "ambient_generic"
Name: Can use for start Sound by a Trigger
Sound: Sound/XXX/mysound.wav
Volume: 0=0, 1=25, 2=50, 3=75
I am sorry for my English...
-

Rikku2000 - Posts: 49
- Joined: Wed Oct 20, 2010 6:33 pm
- Location: Germany
1 post
• Page 1 of 1
Who is online
Users browsing this forum: No registered users and 1 guest