Author Topic: How do I make sounds for Blockland?  (Read 782 times)

I don't know if I'm missing something in the folder, or if the format of the .wav is correct. There's no documentation on this.

Basic format is as follows:

Sound_Squid.zip The actual zip of course.
description.txt More of a formality than anything, provides a description for relevant GUIs ingame with add-on's name and author.
namecheck.txt A text file that just contains the name of the .zip, in this case it would simply read "Sound_Squid" inside.
sound1.wav
sound2.wav
server.cs The meat of this feast. Broken down like so:
  datablock AudioProfile(sound1Sound) Names the datablock for the game.
      {
              filename = "./sound1.wav";
Tells the game the location of the sound file. "./" tells it that's in the root directory of your zip. Folders would be "./folder/etc.wav"
              description = AudioClosest3d;
Tells the game what kind of sound it's working with. Usually you'll be using AudioClosest3d for normal sound packs.
              preload = false;
      };

For subsequent sounds in the server.cs, you can use....
datablock AudioProfile(sound2Sound : sound1Sound)
{
   filename = "./sound2.wav";
};

This just nicely saves space and time. The : tells the game that this datablock uses the same properties as the named one unless otherwise stated, and in this case you'll just be changing the filename.

A finished and useable server.cs would look like this:
datablock AudioProfile(mw2_level_upSound)
{
   filename = "./mw2_level_up.wav";
   description = AudioClosest3d;
   preload = false;
};

datablock AudioProfile(mw3_alarm_1sound : mw2_level_upsound)
{
   filename = "./mw3_alarm_1.wav";
};