Re: Goromorg and Scavenger Sound replacement
Posted: Sat Jun 13, 2015 11:55 pm
One quick and simple solution:
Code: Select all
defineSound{
name = "goromorg_walk",
filename = {
"assets/samples/monsters/wizard_warp_01.wav",
"assets/samples/monsters/wizard_warp_02.wav",
"assets/samples/monsters/wizard_warp_03.wav",
},
loop = false,
volume = 0.2,
minDistance = 2,
maxDistance = 12,
}
defineSound{
name = "goromorg_footstep",
filename = {
"assets/samples/monsters/wizard_warp_01.wav",
"assets/samples/monsters/wizard_warp_02.wav",
"assets/samples/monsters/wizard_warp_03.wav",
},
loop = false,
volume = 0.1,
minDistance = 1,
maxDistance = 10,
}
defineSound{
name = "goromorg_attack",
filename = "assets/samples/monsters/wizard_ranged_attack_01.wav",
loop = false,
volume = 1.5,
minDistance = 2,
maxDistance = 10,
}
defineSound{
name = "goromorg_hit",
filename = {
"assets/samples/weapons/hit_bone_01.wav",
"assets/samples/weapons/hit_bone_02.wav",
},
loop = false,
volume = 1,
minDistance = 1,
maxDistance = 10,
}
defineSound{
name = "goromorg_die",
filename = "assets/samples/monsters/uggardian_die_01.wav",
loop = false,
volume = 1,
minDistance = 1,
maxDistance = 10,
}