Ambient Sounds - custom ambients: Difference between revisions
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A description of how to use custom ambient sounds in your map is described in | A description of how to use custom ambient sounds in your map is described in three places. | ||
1. For the | 1. For the zoned approach. Read the 5th full paragraph in the "Speaker" section: [[Ambient_Sounds%2C_a_zone_approach#The_Speaker]] | ||
2. Using Ordinary Speakers: [[Adding_ambient_Sounds_to_your_Map#Custom_Ambients]] | 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. | Note that custom sounds need to be in .ogg or .wav format. See [[Sound File Formats]] for more detail on that. |
Revision as of 03:30, 1 July 2009
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.