Description

This is just a small file explaining how to use the new .SEQ files in CS:CZDS. Treat this as a template for mods or anything like that. People new to map making or .SEQ files should open and study the syntax from the main game too.

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.SEQ files Example File
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*poli*
*poli* - - 22 comments

Thanks for your help!!! Now I know how to use the .SEQ files in CS:CZDS!

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IHaveAPlan Author
IHaveAPlan - - 15 comments

No problem, they are a little hard to use sometimes, but they help a lot with complex set pieces.

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*poli*
*poli* - - 22 comments

I got a problem again:(

Why couldn't my custom sound play in the game?

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IHaveAPlan Author
IHaveAPlan - - 15 comments

Could you give me a detailed explanation of the problem and I'll see if I can help you out :)

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*poli*
*poli* - - 22 comments

My custom sound files details:
16000 Hz
Stereo
32-bit float
Wav file

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IHaveAPlan Author
IHaveAPlan - - 15 comments

It needs to be this:
> For NPCs (Mouth moving)
- 22050 Hz
- Mono
- *Export* 8bit unsigned Wav file

> For general sounds and such
- 22050 Hz
- Mono
- *Export* 16bit signed Wav file

You can read more about it here: Twhl.info

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*poli*
*poli* - - 22 comments

Which software should I use to convert mp3 to wav,Audacity or Goldwave??

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IHaveAPlan Author
IHaveAPlan - - 15 comments

You'd want to use Audacity for non-looped sounds. Goldwave for looped sounds due to the support for cue points.

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