- Jan 24, 2011
- 224
- 12
Does this soundscript look right?
koth_greenhill_level_sound.txt
I'm asking because I'm replacing this one glass object (which breaks with the "Breakable.Glass" sound) with another glass object (which breaks with the "Glass.Break" sound) so I figured if I rename which sound to replace in the soundscript it would play the sound for the replacement breaking object just as well as it did for before.
But now it's just silent when it breaks. Neither Glass.Break or capsule.wav when it breaks, just silently vanishes.
But it works for the old glass object when I switch it back to Breakable.Glass.
Am I labeling something wrong or overlooking something?
koth_greenhill_level_sound.txt
Code:
Game.YourTeamWon
{
channel CHAN_AUTO
volume VOL_NORM
pitch PITCH_NORM
soundlevel SNDLVL_NORM
wave "sonic sounds/your_team_won.wav"
}
Game.YourTeamLost
{
channel CHAN_AUTO
volume VOL_NORM
pitch PITCH_NORM
soundlevel SNDLVL_NORM
wave "sonic sounds/your_team_lost.wav"
}
Hud.PointCaptured
{
channel CHAN_AUTO
volume VOL_NORM
pitch PITCH_NORM
soundlevel SNDLVL_NORM
wave "sonic sounds/checkpoint.wav"
}
Glass.Break
{
channel CHAN_AUTO
volume VOL_NORM
pitch PITCH_NORM
soundlevel SNDLVL_NORM
wave "sonic sounds/capsule.wav"
}
I'm asking because I'm replacing this one glass object (which breaks with the "Breakable.Glass" sound) with another glass object (which breaks with the "Glass.Break" sound) so I figured if I rename which sound to replace in the soundscript it would play the sound for the replacement breaking object just as well as it did for before.
But now it's just silent when it breaks. Neither Glass.Break or capsule.wav when it breaks, just silently vanishes.
But it works for the old glass object when I switch it back to Breakable.Glass.
Am I labeling something wrong or overlooking something?