HOW TO READ THE ALIAS
In order to read .CSV's easier, get Microsoft Excel or Open Office, the latter being free which you can download HERE.
Just right click on your alias and open with you preferred csv reader.
WHERE TO FIND YOUR ALIASES
You can find all of your aliases here "share\raw\sound\aliases".
MAKING A NEW ALIAS
In your alias folder you can find a file named "user_alias". This is the default alias given to us. NEVER EDIT THIS FILE. If there is ever an update or you need to redownload the tools, this file will get deleted or overwritten since this is a stock asset.
Right click on user_alias and make a copy of it. Name it whatever you like.
CALLING A NEW ALIAS
In your mapname.szc file which is found in "usermaps\zm_mapname\sound\zoneconfig" you can open it and find this:
{
"Type" : "ALIAS",
"Name" : "user_aliases",
"Filename" : "user_aliases.csv",
"Specs" : [ ]
},
Use this as a template for calling new aliases. All you have to do is rename "Name" and "Filename" to the new alias you created. Example:
{
"Type" : "ALIAS",
"Name" : "zm_devraw",
"Filename" : "zm_devraw.csv",
"Specs" : [ ]
},
WHAT EACH THING MEANS IN THE ALIAS
For anything with N/A you leave blank.
NAME - Name of the sound you create and call in other things.
BEHAVIOR - N/A
STORAGE - Streamed or Loaded. FILESPEC - File location of the sound
FILESPECSUSTAIN - File location of the sound that loops and plays after the FILESPEC (used mostly for weapons) FILESPECRELEASE - File location of the ending sound after FILESPECSUSTAIN ends (used mostly for weapons)
TEMPLATE - UIN_MOD
LOADSPEC - N/A
SECONDARY - Secondary starting that plays at the same time
SUSTAINALIAS - Secondary looping sound (used mostly for weapons)
RELEASEALIAS - Secondary ending sound (used mostly for weapons)
BUS - Type of sound this is. BUS_MUSIC and BUS_FX are mostly used here
VOLUMEGROUP - Group of sound this is; GRP_MUSIC for BUS_MUSIC
DUCKGROUP - Group of ducks that play
DUCK - Duck that affects the sound
REVERBSEND - Percentage from 0-100 for how much reverb this sound has
CENTERSEND - Percentage from 0-100; Mostly kept at 0
VOLMIN - Minimum volume; increases exponentially 0-100; Cannot be above 100
VOLMAX - Maximum volume; increases exponentially 0-100; Cannot be above 100
DISTMIN - Minimum distance to hear the max volume
DISTMAXDRY - Maximum distance to hear the max volume
DISTMAXWET - Maximum distance to hear the wet reverb of the sound; Greater than DISTMAXDRY
DRYMINCURVE - ALLON
DRYMAXCURVE - DEFAULT
WETMINCURVE - ALLON
WETMAXCURVE -DEFAULT
LIMITCOUNT - Limits the amount of times this can be heard at once
LIMITTYPE - PRIORITY
ENTITYLIMITCOUNT - Limits the amount of times this can be heard at once
ENTITYLIMITTYPE - OLDEST
PITCHMIN - Minimum pitch for the sound; good for weapons or sounds that loop
PITCHMAX - Maximum pitch for the sound; good for weapons or sounds that loop
PRIORITYMIN - Minimum Priority for the sound; 0-100
PRIORITYMAX - Maximum Priority for the sound; 0-100
PRIORITYTHRESHOLDMIN - Minimum threshold for the priority of the sound; 0-1
PRIORITYTHRESHOLDMAX - Maximum threshold for the priority of the sound; 0-1
AMPLITDUDEPRIORITY - NO
PANTYPE - 2D or 3D
PAN - Where the sound plays in your ears; WPN_ALL for a 360 degree panning sound; FRONT for a stationary sound
FUTZ - N/A
LOOPING - YES or NO; Is this sound looping?
RANDOMIZETYPE - N/A
PROBABILITY - 1
STARTDELAY - Milliseconds in a delay
ENVELOPMIN - 0
ENVELOPMAX - 0
ENVELOPPERCENT - 0
OCCLUSIONLEVEL - Does this sound play through walls and clips? 0-1
ISBIG - YES or NO; is this sound big?
DISTANCELPF - YES
FLUXTYPE - N/A
FLUXTIME - 0
SUBTITLE - N/A
DOPPLER - NO
CONTEXTTYPE - WATER
CONTEXTVALUE - OVER
CONTEXTTYPE1 - N/A
CONTEXTVALUE1 - N/A
CONTEXTTYPE2 - N/A
CONTEXTVALUE2 - N/A
CONTEXTTYPE3 - N/A
CONTEXTVALUE3 - N/A
TIMESCALE - Is this sound affected by timescale? YES or NO
ISMUSIC - Is this sound music? YES or NO
ISCINEMATIC - Is this sound cinematic? YES or NO
FADEIN - Time to fade in, in milliseconds
FADEOUT - Time to fade out, in milliseconds
PAUSABLE - When you pause the game, does this sound also pause? YES or NO
STOPONENTDEATH - NO
COMPRESSION - N/A
STOPONPLAY - N/A
DOPPLERSCALE - N/A
FUTZPATCH - N/A
VOICELIMIT - NO
IGNOREMAXDIST - NO
NEVERPLAYTWICE - NO
CONTINUOUSPAN - YES
FILESOURCE - N/A
FILESOURCESUSTAIN - N/A
FILESOURCERELEASE - N/A
FILETARGET - N/A
FILETARGETSUSTAIN - N/A
FILETARGETRELEASE - N/A
PLATFORM - N/A
LANGUAGE - N/A
OUTPUTDEVICES - N/A
PLATFORMMASK - N/A
WIIUMONO - N/A
STOPALIAS - N/A
DISTANCELPFMIN - Minimum distance for LPF
DISTANCELPFMAX - Maximum distance for LPF
FACIALANIMATIONNAME - N/A
RESTARTCONETXTLOOPS - NO
SILENTINCPZ - NO
CONTEXTFAILSAFE - NO
GPAD - NO
GPADONLY - NO
MUTEVOICE - Does this sound mute voices? YES or NO
MUTEMUSIC - Does this sound mute music? YES or NO
ROWSOURCEFILENAME - N/A
ROWSOURCESHORTNAME- N/A
ROWSOURCELINENUMBER - N/A
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