Custom Ambient Sound Streams: Creation & Implementation
Posted: Thu Mar 26, 2015 7:44 pm
Hey guys. Now that I'm on my break, I finally found time to record some video tutorials regarding sound, so I present a two-segment walkthrough that covers, in detail, how to create and implement a custom ambient sound stream in SWBF2.
These videos assume that you:
- already know the basics of modding.
- are able to munge sounds.
Part 1 covers and discusses:
- one of the best places to obtain free, quality sounds and what to look for when doing so.
- different methods of basic-to-advanced sound editing and mixing in Audacity
- good workflow management when editing and mixing sound.
Part 2 covers and discusses:
- various methods of implementing sound streams in a map.
- good workflow management when implementing sounds and working with sound properties.
- basic sound debugging.
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Part 1, Creation:
Part 2, Implementation:
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How to fix your sound munge batch files the correct way:
These videos assume that you:
- already know the basics of modding.
- are able to munge sounds.
Part 1 covers and discusses:
- one of the best places to obtain free, quality sounds and what to look for when doing so.
- different methods of basic-to-advanced sound editing and mixing in Audacity
- good workflow management when editing and mixing sound.
Part 2 covers and discusses:
- various methods of implementing sound streams in a map.
- good workflow management when implementing sounds and working with sound properties.
- basic sound debugging.
________________________________________________
Part 1, Creation:
Part 2, Implementation:
________________________________________________
How to fix your sound munge batch files the correct way:
Hidden/Spoiler: