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Chips' Fun House Forum Index  ~  Mapping & Modeling  ~  Requested Tutorial - Music in Maps
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Anshinritsumai
PostPosted: Tue Jan 17, 2006 11:59 pm  Reply with quote
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Reserved for Demasu.

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Demasu
PostPosted: Wed Jan 18, 2006 5:43 pm  Reply with quote
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doing this in source would be cool too >_>

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Anshinritsumai
PostPosted: Wed Jan 18, 2006 9:05 pm  Reply with quote
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I believe it is the same for HL1 and HL2.

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Fjorn
PostPosted: Thu Jan 19, 2006 5:45 am  Reply with quote
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Music in maps is easy...

For HL1:

Basically you get your music and follow these guidlines:

* Sound files must be in "wav" format.
* Sound files must be 22 040 Hz, 8bit and mono
* Waves need two "cue points" - at the start and end - in order to loop. (some sound editors bug out with one at the end, simply place the one at the beginning as usual and don't place the end one)
* Sounds should be in folder etc\half-life\valve\sound

lets say you want to put, oh... some boss battle music from FFX ... otherworld.

so we take our .mp3 and convert it to .wav with the above settings.

So now we have otherworld.wav now we need to put it in the game...

so you make your map, and you want to add this new sound you just put in... lets say its a dm map, so you only want it in the battle rooms...

So place an ambient_generic in the center of the room, by default your sound will loop. go to wave name in the properties list and add "otherworld.wav" Test a bit to see which radious and volumn setting is best for the room.

For HL2:

I do not know the sound requirements for source, although I assume its .wav or .mp3.

Its much the same, except you can define a specific radious for the ambient_generic, so you can fine tune the sound better

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Anshinritsumai
PostPosted: Thu Jan 19, 2006 3:49 pm  Reply with quote
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Good job Fjorn, it's actually the same as HL1, but .mp3 and has to be a certain frequency and channel which is annoying; which I'll be posting as soon as I find it.

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