Inside3D tutorials.
Created By: Pastor
Difficulty Scale: Medium

Step 1
Quake has great music, but wouldn't you also want to add some new music? Well then, you need to use Cool Editas well as this patch

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!