Editing Modding Tutorials/Sounds

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Open the package editor for SoundDefinition packages by clicking on the tiny white double-window button at the top of the screen.
 
Open the package editor for SoundDefinition packages by clicking on the tiny white double-window button at the top of the screen.
  
Figure out what the event name is for the sound. This is the identifier that the game uses to invoke your sound. Event names are hardcoded into the game code. There is a list of them available [https://docs.google.com/spreadsheet/pub?key=0AgWNUTNe4QC7dGpXa2ZHQTdPSU8yOVdrMllfbV9leEE&output=html here].
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Figure out what the event name is for the sound. This is the identifier that the game uses to invoke your sound. Event names are hardcoded into the game code. There is a list of them available [https://docs.google.com/spreadsheet/pub?key=0AgWNUTNe4QC7dGpXa2ZHQTdPSU8yOVdrMllfbV9leEE&output=html|here].
  
 
Put this name as the sound’s defName. (You can also put identifiers in the eventNames list to have multiple event names invoke the same sound.)
 
Put this name as the sound’s defName. (You can also put identifiers in the eventNames list to have multiple event names invoke the same sound.)
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Some sound events have parameters that they can use to drive changes in their properties as they play.
 
Some sound events have parameters that they can use to drive changes in their properties as they play.
  
[https://docs.google.com/spreadsheet/pub?key=0AgWNUTNe4QC7dGpXa2ZHQTdPSU8yOVdrMllfbV9leEE&output=html Sound events and parameters list]
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[https://docs.google.com/spreadsheet/pub?key=0AgWNUTNe4QC7dGpXa2ZHQTdPSU8yOVdrMllfbV9leEE&output=html|Sound events and parameters list]
  
 
Parameters can be applied to sustainers or oneshots. For example, a bullet impact sound could have a parameter indicating how much damage was done. Or, a button mouseover sound could make use of the speed that the mouse cursor had when it entered the button. Each of these requires some additional coding, but most are quite simple.
 
Parameters can be applied to sustainers or oneshots. For example, a bullet impact sound could have a parameter indicating how much damage was done. Or, a button mouseover sound could make use of the speed that the mouse cursor had when it entered the button. Each of these requires some additional coding, but most are quite simple.

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