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Setting up Sounds in an Alias

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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