Custom sounds in .d3m

For all coding issues - MODers and programmers, HTML and more.

Moderators: Jeff250, fliptw

Post Reply
User avatar
Foil
DBB Material Defender
DBB Material Defender
Posts: 4900
Joined: Tue Nov 23, 2004 3:31 pm
Location: Denver, Colorado, USA

Custom sounds in .d3m

Post by Foil » Mon Jul 23, 2007 12:56 pm

Quick question:

If I place a .wav (of the correct format) in my .d3m, will it over-ride the one in the d3.hog with the same name?

I have a couple of events which trigger sounds in my new game mode, and I can pick from the ones referenced in table.gam (.wav files in d3.hog) just fine. I don't want to mess with table.gam, but I was wondering if I could implement custom sounds by just putting a \"custom\" .wav file in the .d3m, with the same name as the one in d3.hog.

(I know, I can experiment with it; I'm at work at the moment, though.)
User avatar
Foil
DBB Material Defender
DBB Material Defender
Posts: 4900
Joined: Tue Nov 23, 2004 3:31 pm
Location: Denver, Colorado, USA

Post by Foil » Wed Mar 12, 2008 9:15 am

(Apologies for the bump)
Okay, I finally experimented with this, and confirmed that custom sounds can indeed be packaged into a .d3m file, by simply using the same filename as an existing sound referenced in table.gam .
User avatar
d3jake
DBB Admiral
DBB Admiral
Posts: 1074
Joined: Tue Dec 21, 2004 10:08 am
Location: Minnesota, USA

Post by d3jake » Wed Mar 12, 2008 2:19 pm

Same approach can be taken with textures, or models, etc. in a level. I'm sorry for missing this thread, I woulda gotten you an answer... But yeah, just add in your sound with the same filename as an existing sound, then use its name in the Tablefile.
Post Reply