Please see L4D2 Soundscripts for more details. Open _level_sounds.txt with a text editor. When testing or shipping, the result is a maps folder that contains a _level_sounds.txt for every map within the campaign. Brand new soundscript entries can easily be created or an existing soundscript entry like Event.Tank can be safely overridden for a single map. Per-map soundscripts appear to be the only way to create custom or modified soundscript entries. Looping examples: tank in-play music, motor engine, attacked by a hunter music, player-in-acid-pool music Sounds that loop need to be looped with a third-party program. New sound entry attributes only found in recent Source games may also contribute to sound priority. For example, there is suspicion that there may be hard coding of directories involved (testing directories with the same priority attributes). More information derived from testing or documentation is needed to fully document the way it works. Soundmixers may or may not be a factor in determining the priority of songs. Note: Sound ducking ( To do: is that correct terminology? priorities? ducking?) is not fully understood in this article. mp3 files used as well, mostly for UI music. wav is used extensively for official sounds. what next? The rest of the article covers just that:
LEFT FOR DEAD 2 ADD ONS MODS
vpk!Įx: Mods that swap sounds for longer ones require a sound.cache to work. Warning: Sound.cache files for replacement sounds will not work when put into a.