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


1. For the Zoned Approach: [[Ambient_Sounds_-_Zone_(using_triggers)#Tips_and_Issues,]], under the heading's "Custom Soundshaders" and "Custom Ambients"
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.

See also