This tutorial shows how to put sounds into your map.
First thing you will need to do is insert a “script_struct”. This can be located in the entity browser under the heading “Script”. Click on it, and drag “struct” into either the 2D or 3D viewport.
(right click near the menus at the top if the Entity Browser screen isn’t displayed and click it). If you did it right, you will have a small red box on your screen.
Move it to where you want the sound to come from, then click on it, and go to the “Entity Info” screen.
(right click near the menus at the top if the Entity Info screen isn’t displayed and click it).
In Entity Info, there will be a box called “targetname”
In the box to the right of it, titled “Value” (click it), type whatever it is that is will be categorised as. In this example, I will use fire.On the bottom right of the screen, click the ADD KVP button. __________________^
On the screen, a window appeared with Key and Value fields.
Enter the following:
…then click “Add”.
It’s very important to note here, that NO spaces can be used. If you want a space, use an UNDERSCORE “ _ “ instead, and if you used CAPITALS anywhere, it must be the same throughout the script files you modify.
Click ADD KVP again, and enter the following: (you can put anything in value..fire, water, fog, rain etc., but you must keep it consistent throughout the “adding the sound” process.
Again, Click Add.
Your Entity Info screen will now look like this:
Now open the file located in your Call of Duty Black Ops III\share\raw\sound\aliases directory called “user_aliases.csv” using either Wordpad, or preferably Microsoft Excel.
Here is an example of what you will need to enter in the file:
In the first column under “Name”, you type what you typed in the script_struct second KVP value..In this example, “amb_small_fire”.
In the fourth column is the file path and filename. This is relative to the sound_assets directory located in your BO3 folder.
As can be seen in the example below, I’ve started making folders for different elements.
So in the fourth column, I type “fire\amb_fire_sml.wav” (without the quotes). This is just a file I downloaded, so knock yourself out. There’s tonnes of free and not-so-free examples on the internet.
If you don’t get the paths to the file correct in this “user_aliases.csv” file, then the map won’t compile.
If you are downloading a sample file, it must be stereo, and 48 Khz. If you don’t follow this, your map won’t compile, and you’ll get an error:
ERROR: F:\Steam\SteamApps\common\Call of Duty Black Ops III\sound_assets\wind\amb_fire_sml.wav
ERROR: wav is not 48k sample rate
You can re-sample audio with something like “Audacity”, an audio editing program and re-sample it up to or down to 48000.
Other important values:
Volmin and Volmax columns are self explanatory as it relates to volume.
DistMaxDry and DistmaxWet relates to how close you have to be to hear it, and the overall radius of the sound.
If you make the value too low, you will have gaps between hearing it, so you’ll have to play around with the values to get it right for your situation.
Pantype: is 2D or 3D. In this case, we’re using 3D.
Pan: value is “front”, as we want the panning between the speakers to go left to right or right to left when you’re facing it. Obviously, if you want to make some weird surround sound creations, you play around with front or back values.
Looping: It makes the sound Loop over and over. If you don’t want it to loop, leave it blank, otherwise, type “LOOPING” in the field (case specific).
There is a lot of other elements\headings to address, but that is covered in the documentation in your \Call of Duty Black Ops III\docs_modtools folder: Sound_Mod_Docs.pdf
Finally, compile your map. If you did everything right and managed to compile it without errors, you’ll have sound when you test it.