Ambient Sounds - custom ambients: Difference between revisions

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New page: A description of how to package custom ambient sounds and how to deal with a custom soundshader is described here: Ambient_Sounds,_a_zone_approach#Tips_and_Issues
 
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A description of how to package custom ambient sounds and how to deal with a custom soundshader is described here: [[Ambient_Sounds%2C_a_zone_approach#Tips_and_Issues]]
A description of how to use custom ambient sounds in your map is described in three places. 
 
1. For the zoned approach.  Read the 5th full paragraph in the "Speaker" section:   [[Ambient_Sounds%2C_a_zone_approach#The_Speaker]]
 
2. Creating a custom soundshader:  [[Ambient_Sounds_-_Zone_(using_triggers)#Tips_and_Issues,]], under the heading's "Custom Soundshaders" and "Custom Ambients"
 
3. Using Ordinary Speakers:  [[Adding_ambient_Sounds_to_your_Map#Custom_Ambients]]
 
Note that custom sounds need to be in .ogg or .wav format.  See [[Sound File Formats]] for more detail on that. 
 
== See also ==
* [[Ambient Sounds, a zone approach]]
* [[Sound File Formats]]
* [[Adding ambient Sounds to your Map]]
* [[:Category:Sound and ambient assets|Sound and ambient assets]]
* [[Ambient Database]]
 
[[Category:Tutorial]]
[[Category:Sound]]
[[Category:Editing]]

Latest revision as of 22:49, 1 February 2019

A description of how to use custom ambient sounds in your map is described in three places.

1. For the zoned approach. Read the 5th full paragraph in the "Speaker" section: Ambient_Sounds,_a_zone_approach#The_Speaker

2. Creating a custom soundshader: Ambient_Sounds_-_Zone_(using_triggers)#Tips_and_Issues,, under the heading's "Custom Soundshaders" and "Custom Ambients"

3. Using Ordinary Speakers: Adding_ambient_Sounds_to_your_Map#Custom_Ambients

Note that custom sounds need to be in .ogg or .wav format. See Sound File Formats for more detail on that.

See also