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66 lines
2.0 KiB
66 lines
2.0 KiB
10 months ago
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# sounds.lst.md
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Using sounds.lst located in scripts folder, modder can override some of the hardcoded sounds in temp entities and server physics.
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File format:
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```
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<group name>
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{
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<path1>
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<path2>
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<path3>
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}
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<group2 name> <path with %d> <min number> <max number>
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```
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* Sounds can use any supported sound format (WAV or MP3).
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* The path must be relative to the sounds/ folder in the game or base directory root, addon folder, or archive root.
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* Groups can be empty or omitted from the file to load no sound.
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* Groups can either list a set of files or specify a format string and a range.
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* Anything after // will be considered a comment and ignored.
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* Behavior is undefined if the group was listed multiple times.
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Currently supported groups are:
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|Group name|Usage|
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|----------|-----|
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|`BouncePlayerShell`|Used for BOUNCE_SHELL tempentity hitsound|
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|`BounceWeaponShell`|Used for BOUCNE_SHOTSHELL tempentity hitsound|
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|`BounceConcrete`|Used for BOUNCE_CONCRETE tempentity hitsound|
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|`BounceGlass`|Used for BOUCNE_GLASS|
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|`BounceMetal`|Used for BOUNCE_METAL|
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|`BounceFlesh`|Used for BOUNCE_FLESH|
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|`BounceWood`|Used for BOUNCE_WOOD|
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|`Ricochet`|Used for BOUNCE_SHRAP and ricochet tempentities|
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|`Explode`|Used for tempentity explosions|
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|`EntityWaterEnter`|Used for entity entering water|
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|`EntityWaterExit`|Used for entity exiting water|
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|`PlayerWaterEnter`|Used for player entering water|
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|`PlayerWaterExit`|Used for player exiting water|
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## Example
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This example is based on defaults sounds used in Half-Life:
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```
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BouncePlayerShell "player/pl_shell%d.wav" 1 3
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BounceWeaponShell "weapons/sshell%d.wav" 1 3
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BounceConcrete "debris/concrete%d.wav" 1 3
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BounceGlass "debris/glass%d.wav" 1 4
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BounceMetal "debris/metal%d.wav" 1 6
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BounceFlesh "debris/flesh%d.wav" 1 7
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BounceWood "debris/wood%d.wav" 1 4
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Ricochet "weapons/ric%d.wav" 1 5
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Explode "weapons/explode%d.wav" 3 5
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EntityWaterEnter "player/pl_wade%d.wav" 1 4
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EntityWaterExit "player/pl_wade%d.wav" 1 4
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PlayerWaterEnter
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{
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"player/pl_wade1.wav"
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}
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PlayerWaterExit
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{
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"player/pl_wade2.wav"
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}
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```
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