![half life 2 sounds half life 2 sounds](http://www.g4g.it/g4g2/wp-content/uploads/2012/01/FreeMan_Days_01.jpg)
There are several different sound types you can use when creating new sounds:Īdd a specifically named manifest file to the "resourcemanifests" directory to match the addon:Īdd a reference to one or more soundevent files with the manifest: Entries removed to shorten this example, all the files should be referenced here.
![half life 2 sounds half life 2 sounds](https://i.ytimg.com/vi/wPHQpxWLSeo/hqdefault.jpg)
Place sound files in the "sounds" directory inside the addon:Īdd a uniquely named soundevents file under the "soundevents" directory by prefixing it with the name of the addon:Īs an example, to override some soundevents for zombies: The entity can be started and stopped with entity triggers.
![half life 2 sounds half life 2 sounds](https://i1.sndcdn.com/avatars-000625578540-ftgelt-t500x500.jpg)
To add new soundevents to a map, a snd_event_point entity is needed in the map. To override existing soundevents, that is all that is required. Add a "sound resources" manifest that points to your soundevents file.Declare your soundevent(s) within it to point to your new sounds (the compiled.wav sound files to your addon "sounds" directory. To add new sound events or change the contents of pre-existing soundevents from the base game you will need to: