Custom Sounds

Discuss programming in the QuakeC language.
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Rikku2000
Posts: 49
Joined: Wed Oct 20, 2010 6:33 pm
Location: Germany
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Custom Sounds

Post by Rikku2000 »

Here a small code i write to use custom sounds in Quake for.

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...
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