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