Inside3D tutorials.
Created By: | Pastor |
eMail: | marklacroix@qtm.net |
Difficulty Scale: | Medium |
Step 2
We start in the misc.qc because that is where all the ambient sounds are, so open it up
and scroll down until you see the ambient_suck_wind. Right before that, add the code in red
//============================================================================ /*QUAKED ambient_bgsnd (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) */ void() ambient_bgsnd = { precache_sound ("ambience/bgsnd.wav"); //ATTN_NONE makes it play full volume ambientsound (self.origin, "ambience/bgsnd.wav", 1, ATTN_NONE); }; /*QUAKED ambient_suck_wind (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) */ void() ambient_suck_wind = { precache_sound ("ambience/suck1.wav"); ambientsound (self.origin, "ambience/suck1.wav", 1, ATTN_STATIC); };
Step 3
Now make a small level and add a ambience_bgsnd entity anywhere in the map. It will still play
full volume everywhere in the level.
Step 4
Now the fun part. Fire up Cool Edit and if you are using the shareware, make sure to have at
least the saving feature selected. ;) I like to use the CD Player controls as well so I can record
stuff to use...
Step 5
Now make the WAV...I don't care what you do, just make one. Now go to Edit/Select Entire Wave
Then go to View/Sampler Info. This will bring up a wierd little box. Ignore the top and at the bottom
where it says Sampler Loops. Click New and highlight Loop 1. It should have the Loop X times
feature selected. Change that to Sustain (infinite loop) that will obviously let it play forever. Now click
OK and save the WAV in a new subfoler SOUND\AMBIENCE where ever your QuakeC patch is
For example if you used C:\QUAKE\QC for your QuakeC patches, you would put the WAV in
C:\QUAKE\QC\SOUND\AMBIENCE
Step 6
We're finally done! Go ahead and try it out, make sure to use the map you made, otherwise it won't work
If you got confused and don't get it, download an example here
Hope you enjoy it!