Sounds
Updated for version 3.38.
Module Definition
The module is inherited from ModuleBase. So base parameters can be found there.
This module requires SuperBLT to be installed or else the sounds will not load http://superblt.znix.xyz/
Module name
The name of the module you use as the meta of the module definition is 'Sounds' or 'SoundsModule' if _force_search
is set to true in the module definition.
XML Structure
Only sound
node
sound
nodeOnly Sounds
node
Sounds
nodeBoth Sound
and Sounds
node
Sound
and Sounds
nodethose values are mostly optional if defined from the sounds node, all sounds inside it will inherit the value
Example
This example is what you would put inside your main node within your mod config
This replaces the m4 sounds. Due to how SuperBLT loops the sounds, you should either define use_fix in the sounds section of your custom weapon or use the autofire sound fix mod: https://modworkshop.net/mydownloads.php?action=view_down&did=20403
Extra nodes
<scan>
node
<scan>
nodeScans a directory to quickly add sounds. Useful when you have a lot of sound ids. The parameters are pretty much the same as <Sounds>
.
Example:
These nodes below use mostly the id
and prefix
parameter. But, some can use more parameters such as stop_id
. These nodes cannot load files so don't define paths or directories.
<queue>
node
<queue>
nodeA queue of sound ids. Example:
<random>
node
<random>
nodeLike <queue>
but randomizes which sound to play every time. The sounds inside of it are just ids. Example:
<stop>
node
<stop>
nodeMakes a stop ID. This can be used to stop a few sounds. The sounds inside of it are just ids. Example:
<redirect>
node
<redirect>
nodeRedirects a sound id to a different sound id. You can even redirect it to a randomized or queued sound. Example:
Functions
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