2
0
mirror of https://github.com/FWGS/xash3d-fwgs synced 2024-11-29 13:30:34 +01:00
xash3d-fwgs/Documentation/extensions/sounds.lst.md

2.0 KiB

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"
}